WEBVTT - The Rise and Fall of Atari: Part One

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<v Speaker 1>Get in touch with technology with tex Stuff from dot

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<v Speaker 1>com Aimar and welcome to tech Stuff. I'm Jonathan Strickland.

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<v Speaker 1>Then today joining me in the studio is Mr Chuck

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<v Speaker 1>Bryant from Stuff you Should Know. Hi, Chuck insert computer

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<v Speaker 1>simulated applause. I'm sure no one can do that if

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<v Speaker 1>we wanted to. Yeah. So I was looking through all

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<v Speaker 1>the different requests that I've ever seen, and I realized

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<v Speaker 1>there are tons. I mean, they've just been piling up, uh,

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<v Speaker 1>And I was going over those with you, and you

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<v Speaker 1>saw one that leapt out at you and you immediately

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<v Speaker 1>wanted to do it. It comes to us from Jeff

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<v Speaker 1>who wrote, Hi, Jonathan, since you asked, I do have

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<v Speaker 1>a suggestion for a topic to cover that I don't

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<v Speaker 1>think you have yet. Could you do an episode or

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<v Speaker 1>two if needed to cover the rise and fall of Atari.

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<v Speaker 1>Actually worked in the store that sold only Atari home

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<v Speaker 1>computers and game systems and the early nineties. Atari's products

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<v Speaker 1>are at the time we're as good or better than

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<v Speaker 1>what was being put out by their competitors, and yet

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<v Speaker 1>they failed big time. Thank you for the entertaining and

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<v Speaker 1>educational show. I enjoyed Part one of the two thousand

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<v Speaker 1>fourteen review this morning. So clearly this request came in

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<v Speaker 1>some time ago, I guess so. But yeah, this was

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<v Speaker 1>one that when I brought it up to you, you said,

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<v Speaker 1>absolutely we should do an episode about Attari. Well, you

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<v Speaker 1>and I are the same age roughly, and we are

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<v Speaker 1>children of Atari every way, you know, we grew up

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<v Speaker 1>in the seventies and eighties during the Atari's heyday. Yeah,

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<v Speaker 1>and it was huge, huge in my life. And uh

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<v Speaker 1>my brother actually uh has set his up recently and

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<v Speaker 1>I was just playing uh Combat last week. That Combat

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<v Speaker 1>and we'll get to this obviously was the game that

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<v Speaker 1>shipped with and it kind of holds up. You know

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<v Speaker 1>what it really does. I it's it's an incredibly simple

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<v Speaker 1>game and has incredibly simple graphics, but it's the play

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<v Speaker 1>ability comes in the fact that it's a two player

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<v Speaker 1>game and uh, trash talking galore can happen. We had

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<v Speaker 1>a blast. It really was a lot of fun, and

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<v Speaker 1>not just for nostalgia. The gameplay, like you said, still

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<v Speaker 1>holds up to a certain degree. I think, yeah, yeah,

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<v Speaker 1>I mean it's obviously for someone who's like, no, I

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<v Speaker 1>need to have you know, the fourteen different controls mapped

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<v Speaker 1>out on my keyboard and my my gaming mouse and everything.

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<v Speaker 1>It's not gonna appeal to you, but but it's still

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<v Speaker 1>a compelling experience. So we wanted to go through the

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<v Speaker 1>rise and fall of Atari. And it is an epic story.

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<v Speaker 1>I mean, it has so many different elements to it,

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<v Speaker 1>and it's at least gonna be two episodes. We're gonna

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<v Speaker 1>see how how far we can go before we have

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<v Speaker 1>to take a break and replenish our our, our vital

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<v Speaker 1>bodily fluids before we break out. Exactly. Good good reference there,

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<v Speaker 1>Mr Chuck. So starting off a little little information before

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<v Speaker 1>we get into the actual Attari days. Computer games have

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<v Speaker 1>been around pretty much since the days that computers were

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<v Speaker 1>first built. You know, you you have computer programmers who

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<v Speaker 1>often had these analytical minds that were also fond of

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<v Speaker 1>things like puzzles and games, and so naturally, when those

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<v Speaker 1>early computer programs were being designed, programmers were thinking, huh,

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<v Speaker 1>I wonder if I could actually make this machine do

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<v Speaker 1>something fun, not just something functional. Yeah, I think that's

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<v Speaker 1>one of the things you probably heard a lot in

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<v Speaker 1>the early days. Would well, maybe they'd be fun if

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<v Speaker 1>dot dot dot and uh, before you know what, they

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<v Speaker 1>were playing some you know to us an archaic form

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<v Speaker 1>of a video Yeah, maybe like a game version of

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<v Speaker 1>like Tic Tac toe, you know, but instead of it

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<v Speaker 1>having a video screen because video screens were late in

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<v Speaker 1>the game in the computer days, they would print this

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<v Speaker 1>stuff out like you would have maybe a tape printer,

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<v Speaker 1>and it would print each move, so every time something changed,

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<v Speaker 1>it had to print a new piece of paper for

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<v Speaker 1>you to look at, or a new strip of tape. Really,

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<v Speaker 1>because a friend of mine, his name's Richard Garriot, and

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<v Speaker 1>he's a big game developer. He created one of the

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<v Speaker 1>big computer game successes and then in the eighties and

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<v Speaker 1>nineties called Ultima, and he talks about in his days

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<v Speaker 1>when he was in computer programming classes in high school,

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<v Speaker 1>it was all printed to tape and it was like

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<v Speaker 1>a little adventure game and we'll talk about adventure in

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<v Speaker 1>a bit too, where it would print out the room

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<v Speaker 1>and your little position, like you'd be a little X

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<v Speaker 1>in the room and you'd say go left. It would

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<v Speaker 1>have to print a new version of it where the

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<v Speaker 1>X was just slightly to the left. In the pre

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<v Speaker 1>eco friendly days as well, these days, such a game

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<v Speaker 1>would probably be frowned upon. So uh, but you know

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<v Speaker 1>it sets the stage to show that that people realize

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<v Speaker 1>there was potential or electronics in the game world. And

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<v Speaker 1>that gets us up to nine eight, when a man

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<v Speaker 1>named William Higginbotham of Brooke Caven National Laboratory veloped an

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<v Speaker 1>electronic game called Tennis for two on a Donner Model

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<v Speaker 1>thirty analog computer, and uh, it would simulate table tennis,

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<v Speaker 1>and it simulated velocity and changes in direction, all this

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<v Speaker 1>kind of stuff. Um, yeah, I looked it up just

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<v Speaker 1>to see what it looked like. It looked like sort

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<v Speaker 1>of like a like a ship's sonar or something. Yeah, exactly.

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<v Speaker 1>It was taking an oscil lator, the same sort of

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<v Speaker 1>thing that you might see as like a heart monitor

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<v Speaker 1>in hospital, kind of kind of like that, and by

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<v Speaker 1>you change by fiddling with the voltage, essentially he could

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<v Speaker 1>change the different images so that you would have essentially

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<v Speaker 1>to paddle like things and the ball like thing and

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<v Speaker 1>play a very basic game. And he said that he

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<v Speaker 1>had made it because people would come to visit the

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<v Speaker 1>lab and there wasn't a whole lot of stuff that

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<v Speaker 1>was actually interesting to look at, and so this was

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<v Speaker 1>the way to entertain them. That's pretty funny to like

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<v Speaker 1>to impress people he had stuff that was far more advanced.

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<v Speaker 1>But he's like, oh, but look at this tennis for

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<v Speaker 1>two and people aroba like, oh, yeah, exactly like cutting edge.

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<v Speaker 1>So have you ever seen the mel Brooks films Silent Movie?

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<v Speaker 1>All right? In Silent Movie, there's actually a scene where

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<v Speaker 1>Sid Caesar Is is in the hospital. His character is

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<v Speaker 1>in the hospital and to uh, Tom Deloise and Marty

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<v Speaker 1>Felman who walk up to his heart monitor and turn

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<v Speaker 1>it into this game and they play a game of

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<v Speaker 1>Pong on his heart monitor, which totally forgot about causes

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<v Speaker 1>him to totally freak out. But it's this game which

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<v Speaker 1>is interesting because the original well we'll get into Pong,

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<v Speaker 1>but the original Pongs were silent. Yes, yeah, that's actually true.

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<v Speaker 1>And in nineteen sixty two, that's when we get up

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<v Speaker 1>to the time when m i T. Professor Steve Russell

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<v Speaker 1>developed a game called Space War, which is one of

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<v Speaker 1>the earliest video games. He did this with two of

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<v Speaker 1>his students and they built it for a big mainframe computer. Yeah.

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<v Speaker 1>It was the only way they could really at the time. Exactly.

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<v Speaker 1>So if you wanted to play a computer game, you

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<v Speaker 1>had to go someplace where essentially a room is dedicated

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<v Speaker 1>to that computer, the Big Mac. Yeah, they were largely

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<v Speaker 1>still using vacuum tubes for a lot of this technology.

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<v Speaker 1>I mean, transistors had had started to come out, but

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<v Speaker 1>they hadn't been integrated into computers deeply at this point. Uh.

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<v Speaker 1>And that's when around this times when an electrical engineering

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<v Speaker 1>student named Nolan Bushnell, the probably the most important person

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<v Speaker 1>in this story. Yeah, that's when he discovered space war

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<v Speaker 1>because the computer lab at the university was going to

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<v Speaker 1>the University of Utah College of Engineering, had space War

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<v Speaker 1>on one of its computers. Yeah, he was. I saw

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<v Speaker 1>an interview with him earlier today on YouTube where he

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<v Speaker 1>was talking about at the time. He said there were

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<v Speaker 1>only like four universities in the entire country that had

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<v Speaker 1>graphical displays period, and University of Utah just happened to

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<v Speaker 1>be one of them. And it seemed like when you

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<v Speaker 1>start hearing about the story and how it all just

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<v Speaker 1>fell into place, it's I don't know if I'm a

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<v Speaker 1>believer in fate, but all these little puzzle pieces came

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<v Speaker 1>together in just the right way to get his motor running. Basically,

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<v Speaker 1>if if they hadn't, if any of the elements that

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<v Speaker 1>took place, then the whole arcade industry could have been

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<v Speaker 1>delayed by several years if he had just gone to

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<v Speaker 1>a different university that didn't have computer screens. Right, Yeah,

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<v Speaker 1>because the University of Utah was a pioneer in that space,

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<v Speaker 1>and so he really got his introduction to it. Uh.

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<v Speaker 1>Another interesting thing about him is that he would work

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<v Speaker 1>in his off time, like when whenever school was out

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<v Speaker 1>at the Lagoon Amusement Park. Yeah, that was a huge

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<v Speaker 1>deal because that inspired the thought of, you know what,

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<v Speaker 1>people are shoving quarters in these ski ball games and

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<v Speaker 1>pinball and you know, all manner of sort of boardwalk

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<v Speaker 1>arcade games. And he obviously had some sort of business

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<v Speaker 1>sense to him because he thought, why not try and

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<v Speaker 1>do this really fun thing that I've been sneaking into

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<v Speaker 1>the lab and doing every night and charge people money

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<v Speaker 1>for it? Right? What if we were to create an

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<v Speaker 1>experience using an electronic game where on a per coin basis,

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<v Speaker 1>you would get either an allotted amount of time to

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<v Speaker 1>play or some other metric like in pong, it might

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<v Speaker 1>be the number of lives. In most video games is

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<v Speaker 1>number of lives, but a few it's time, um, and

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<v Speaker 1>that that would determine how much of that experience you

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<v Speaker 1>could have before you had to plunk in another quarter.

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<v Speaker 1>And if I find it so compelling that I'll sneak

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<v Speaker 1>into the to the lab, people be willing to pay

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<v Speaker 1>a quarter for it. Yeah, it was a genius. It

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<v Speaker 1>was absolutely, I mean you. There are a lot of

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<v Speaker 1>criticisms that are leveled against Bushnell and Coordinate, including people

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<v Speaker 1>who used to work with him. Um and a lot

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<v Speaker 1>of people claim, well, he never invented anything. I have

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<v Speaker 1>to object to that because he took two separate ideas

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<v Speaker 1>and turned them into something that spawned an entire industry.

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<v Speaker 1>And if that's not invention, I don't know what is. Yeah,

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<v Speaker 1>And whether or not he was I guess it wasn't coding,

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<v Speaker 1>but whether or not he was soldering the games and

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<v Speaker 1>inventing the games themselves. Those games are worthless unless someone

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<v Speaker 1>comes along and says, you know what, I know how

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<v Speaker 1>to package this and take it to the public for

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<v Speaker 1>them to enjoy, Right, And so, I mean so without

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<v Speaker 1>this this vision, again, I'm sure we would have eventually

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<v Speaker 1>come around to the arcade industry. Anyway, someone would have

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<v Speaker 1>come up with that idea, but it would have been

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<v Speaker 1>later and the story might have been much different. So

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<v Speaker 1>Bushnell graduates from college and goes to work for a

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<v Speaker 1>company called Ampex. This is around nineteen sixty nine. Ampex

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<v Speaker 1>is an electronics company, and I got a little bit

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<v Speaker 1>of trivia something I thought you would appreciate, Chuck, you're

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<v Speaker 1>a musician. So Ampex developed a tape recorder that less

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<v Speaker 1>Paul used to pioneer the sound on sound technique. Yeah.

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<v Speaker 1>Less Paul used an Ampex tape recorder which was designed

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<v Speaker 1>to have a secondary writing head that would allow him

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<v Speaker 1>to record a track and then play along with that

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<v Speaker 1>recorded track to create an new mixed track of both

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<v Speaker 1>of them together. So this would allow one musician to

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<v Speaker 1>essentially back him or herself up. Yeah. Yeah. However, what

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<v Speaker 1>it did do also is destroy the original track, the

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<v Speaker 1>original recording, because it records over it, so you no

0:11:16.600 --> 0:11:19.360
<v Speaker 1>longer have that, so you have you plus yes, and

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<v Speaker 1>that's the new base. Yeah, which is kind of cool.

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<v Speaker 1>I thought that you would appreciate that, So I am Tex.

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<v Speaker 1>Ampex has had a real important part in the electronics

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<v Speaker 1>industry in general, but it also plays host to the

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<v Speaker 1>meeting of the two people who would really push Atari

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<v Speaker 1>in the early days. That's uh, Nolan Bushnell and Ted Dabney. Yeah,

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<v Speaker 1>and Dabney they met nine, like you said, both employees

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<v Speaker 1>of Ampex, and both um very much interested in, uh

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<v Speaker 1>pioneering Space War as the very first video game. Yeah,

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<v Speaker 1>they were looking at Space War and they thought, how

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<v Speaker 1>can we make this as a coin operated a game. Now,

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<v Speaker 1>clearly we can't do the same thing that Space War

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<v Speaker 1>is doing because having a mainframe computer not something you

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<v Speaker 1>can install in your local bar. So we have to

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<v Speaker 1>figure out how to take this same concept but do

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<v Speaker 1>it in a much smaller form factor that could be

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<v Speaker 1>a coin operated game. And that turned out to be

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<v Speaker 1>sort of a recurring UM thing in Bushnell's career was

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<v Speaker 1>this guy did something really neat. Let me sort of

0:12:26.679 --> 0:12:30.240
<v Speaker 1>make a very similar version, but in a much like

0:12:30.320 --> 0:12:35.400
<v Speaker 1>sleeker package that's consumer oriented. Yeah. I read a transcript

0:12:35.520 --> 0:12:38.839
<v Speaker 1>of an interview that UM that Ted Dabney did. Read

0:12:38.880 --> 0:12:41.000
<v Speaker 1>a lot of that. Actually, Yeah, it's fascinating. I mean

0:12:41.120 --> 0:12:44.079
<v Speaker 1>there's clearly some bad blood between the two of them.

0:12:44.480 --> 0:12:47.760
<v Speaker 1>But Dabney talked about how what would happen is Bushnell

0:12:47.800 --> 0:12:50.040
<v Speaker 1>would come up to him and say I want to

0:12:50.080 --> 0:12:53.440
<v Speaker 1>do this, How is that possible? Dabney would figure it out,

0:12:53.559 --> 0:12:55.560
<v Speaker 1>tell him and then Bushnell would go off and do it.

0:12:55.880 --> 0:13:00.480
<v Speaker 1>So Bushnell had skills, but Dabney always dismissed as saying

0:13:00.520 --> 0:13:02.880
<v Speaker 1>he wasn't an engineer. He could do something if you

0:13:02.960 --> 0:13:05.840
<v Speaker 1>told him how to do it, but he couldn't engineer

0:13:05.880 --> 0:13:09.360
<v Speaker 1>it himself. Yeah, he need he was. He's sort of

0:13:09.360 --> 0:13:12.000
<v Speaker 1>like a producer almost, Yeah, and really good at getting

0:13:12.360 --> 0:13:15.800
<v Speaker 1>super talented people together to create a vision. Yeah, sort

0:13:15.800 --> 0:13:18.920
<v Speaker 1>of like you could think of other pairings that this

0:13:18.920 --> 0:13:21.959
<v Speaker 1>this applies to, like Steve Jobs and Steve Wozniak, who

0:13:21.960 --> 0:13:24.960
<v Speaker 1>will come up later, or Paul Allen and Bill Gates.

0:13:24.960 --> 0:13:27.600
<v Speaker 1>I mean there are a lot of diff Ben and Jerry,

0:13:28.160 --> 0:13:31.160
<v Speaker 1>uh Itchy and Scratchy. We can just keep throwing out

0:13:31.240 --> 0:13:33.679
<v Speaker 1>pair of names out there. Uh So, yeah, it was,

0:13:34.440 --> 0:13:38.320
<v Speaker 1>it wasn't. It was the beginning of a partnership that

0:13:38.360 --> 0:13:44.120
<v Speaker 1>would end up launching this arcade industry idea. Yeah. So

0:13:44.280 --> 0:13:47.120
<v Speaker 1>they got together and they they said, well, let's sort

0:13:47.160 --> 0:13:50.079
<v Speaker 1>of copy that game in a in a cabinet version.

0:13:51.360 --> 0:13:52.880
<v Speaker 1>But we don't really have the money to fund this,

0:13:52.960 --> 0:13:55.160
<v Speaker 1>so they took it to a few different people, finally

0:13:55.200 --> 0:13:58.680
<v Speaker 1>landed at a place called Nutting Associates, who agreed to

0:13:58.720 --> 0:14:03.680
<v Speaker 1>finance a game which was really the very first arcade

0:14:03.679 --> 0:14:07.160
<v Speaker 1>game called computer Space Yep, yep. They got a programmer

0:14:07.200 --> 0:14:09.320
<v Speaker 1>by the name of Larry Brian to come on board.

0:14:09.440 --> 0:14:12.760
<v Speaker 1>Larry Brian had also worked at Ampex. Uh. They formed

0:14:12.880 --> 0:14:17.000
<v Speaker 1>a company that they originally called sissy G. Yeah. They

0:14:17.000 --> 0:14:19.400
<v Speaker 1>just said the name kind of sounded and look cool. Yeah, which,

0:14:19.440 --> 0:14:21.280
<v Speaker 1>by the way, if you if you don't know how

0:14:21.320 --> 0:14:24.080
<v Speaker 1>to spell it, it's it's of course one of those

0:14:24.240 --> 0:14:26.560
<v Speaker 1>uh spelling B words. It's s y z y g

0:14:26.880 --> 0:14:31.160
<v Speaker 1>y and it refers to the planetary alignment when things

0:14:31.200 --> 0:14:33.480
<v Speaker 1>come into alignment there in sissy G. I didn't know

0:14:33.560 --> 0:14:36.200
<v Speaker 1>that it was one of my my father's one of

0:14:36.240 --> 0:14:39.560
<v Speaker 1>my father's favorite words, no joke. Uh, so I was

0:14:39.640 --> 0:14:42.480
<v Speaker 1>instilled in my brain at an early age. They come

0:14:42.560 --> 0:14:44.800
<v Speaker 1>up with this name, which they wouldn't stick with for

0:14:45.000 --> 0:14:47.440
<v Speaker 1>reasons we'll get to. Uh. They thought about using a

0:14:47.440 --> 0:14:50.400
<v Speaker 1>computer called the Data General Nova eight hundred, but it's

0:14:50.800 --> 0:14:53.640
<v Speaker 1>pretty expensive and it still wasn't really going to fit

0:14:53.680 --> 0:14:57.120
<v Speaker 1>their needs, so they weren't really sure how they were

0:14:57.160 --> 0:15:00.600
<v Speaker 1>going to do this. Originally, the idea was all three

0:15:00.640 --> 0:15:04.800
<v Speaker 1>of the initial founding members, Dabney Bushnell and Brian were

0:15:04.800 --> 0:15:08.280
<v Speaker 1>going to contribute a hundred dollars into a group fund

0:15:08.480 --> 0:15:12.960
<v Speaker 1>to be like the owner operating capital. Only Dabney and

0:15:13.040 --> 0:15:15.880
<v Speaker 1>Bushnell did. Brian never did. So do you know why

0:15:16.160 --> 0:15:19.200
<v Speaker 1>he was it because he didn't want to. I don't know.

0:15:19.440 --> 0:15:21.480
<v Speaker 1>I I never came across. It was just a lot

0:15:21.520 --> 0:15:25.720
<v Speaker 1>of matter of fact of Brian never put him. It's

0:15:25.760 --> 0:15:31.480
<v Speaker 1>just never an explanation. Yeah. And so eventually both Bushnell

0:15:31.560 --> 0:15:33.520
<v Speaker 1>and and uh Dabney would put in an extra two

0:15:33.600 --> 0:15:35.600
<v Speaker 1>hundred and fiftyes. So that brought the owner's equity up

0:15:35.600 --> 0:15:40.960
<v Speaker 1>to a incredible seven dollars princely some for this company. Uh.

0:15:41.000 --> 0:15:43.240
<v Speaker 1>And like you were saying, Chuck, they went to Nothing

0:15:43.320 --> 0:15:47.240
<v Speaker 1>to say, like, uh, maybe you can help us by

0:15:47.440 --> 0:15:50.240
<v Speaker 1>manufacturing this thing. Will retain the rights to the game.

0:15:51.000 --> 0:15:53.480
<v Speaker 1>You'll be able to manufacture it and sell it, but

0:15:53.560 --> 0:15:56.040
<v Speaker 1>we get royalties for it as well. And it's the

0:15:56.080 --> 0:16:00.000
<v Speaker 1>next big thing. Yeah. They convinced Nutting that's next big.

0:16:00.320 --> 0:16:03.720
<v Speaker 1>So Nothing Associates has no clue about this stuff. They

0:16:03.800 --> 0:16:06.880
<v Speaker 1>essentially give them the space to do whatever they want

0:16:06.880 --> 0:16:10.040
<v Speaker 1>to do, thinking like all right, well we we can't

0:16:10.080 --> 0:16:12.160
<v Speaker 1>do this ourselves. We're gonna let this group do this

0:16:12.400 --> 0:16:14.880
<v Speaker 1>and if it pays off, it's huge. We'll be making

0:16:14.920 --> 0:16:17.680
<v Speaker 1>lots of money. And if it doesn't, well it we'll

0:16:17.760 --> 0:16:20.960
<v Speaker 1>just call it a loss. So the agreement included a

0:16:21.000 --> 0:16:23.840
<v Speaker 1>five percent royalty on unit sales, so that's what the

0:16:24.320 --> 0:16:28.760
<v Speaker 1>group would get um. And the units were relatively inexpensive.

0:16:28.840 --> 0:16:32.760
<v Speaker 1>They were like a thousand dollars, which in today's money

0:16:32.840 --> 0:16:36.320
<v Speaker 1>is about six grand a piece. But it was it

0:16:36.360 --> 0:16:39.120
<v Speaker 1>was not for the home consumer. It was this like

0:16:39.240 --> 0:16:42.200
<v Speaker 1>the yeah, exactly, this would be like a restaurant, you

0:16:42.280 --> 0:16:45.440
<v Speaker 1>know that's or maybe a bowling alley something like that.

0:16:46.360 --> 0:16:49.040
<v Speaker 1>But remember there's no market for these yet. Yeah, no

0:16:49.040 --> 0:16:51.880
<v Speaker 1>one knows because they didn't exist. It's just crazy to

0:16:51.920 --> 0:16:53.800
<v Speaker 1>think about. No one knew if it was going to

0:16:53.880 --> 0:16:56.400
<v Speaker 1>work at all, and it sort of didn't, sort of didn't.

0:16:56.400 --> 0:16:58.800
<v Speaker 1>It wasn't a big success for them at all, right, Right,

0:16:58.880 --> 0:17:00.720
<v Speaker 1>And the one of the part probably was was that

0:17:00.960 --> 0:17:03.880
<v Speaker 1>this game that was based off Space War, just like

0:17:03.920 --> 0:17:07.399
<v Speaker 1>Space War, was kind of complicated. It was a game

0:17:07.840 --> 0:17:12.479
<v Speaker 1>built by engineers for engineers. So you see like all

0:17:12.520 --> 0:17:15.320
<v Speaker 1>these buttons and dials and stuff, and you think, all right, uh,

0:17:15.320 --> 0:17:18.240
<v Speaker 1>this does not appear to be intuitive in any No

0:17:18.280 --> 0:17:20.119
<v Speaker 1>one really understood how to play it. It looked a

0:17:20.160 --> 0:17:23.280
<v Speaker 1>little like Asteroids. Yeah. Um, as far as just the

0:17:23.560 --> 0:17:26.040
<v Speaker 1>look of the game, yeah, And it's one of those

0:17:26.040 --> 0:17:28.320
<v Speaker 1>that when you look at you think, uh, you know,

0:17:28.359 --> 0:17:31.200
<v Speaker 1>I I don't even know what it is, like how

0:17:31.240 --> 0:17:33.360
<v Speaker 1>I control the things, nor do I know what I'm

0:17:33.359 --> 0:17:37.160
<v Speaker 1>supposed to do. So it had some limited success, but

0:17:37.640 --> 0:17:40.920
<v Speaker 1>it wasn't a runaway hit. It just wasn't that simplistic

0:17:41.640 --> 0:17:46.680
<v Speaker 1>experience that the average person could immediately identify. Well yeah,

0:17:46.680 --> 0:17:48.879
<v Speaker 1>plus it was I mean, uh, I mean people are

0:17:48.960 --> 0:17:51.560
<v Speaker 1>used to seeing a pinball machine maybe, but if you

0:17:51.600 --> 0:17:54.280
<v Speaker 1>look up this thing online, there's all of a sudden,

0:17:54.280 --> 0:17:57.120
<v Speaker 1>it seems there. You know, Urcade games to us now,

0:17:57.240 --> 0:18:01.280
<v Speaker 1>there were so ubiquitous, the game cabinet itself, But when

0:18:01.320 --> 0:18:02.840
<v Speaker 1>you look at this thing at the time, no one

0:18:02.920 --> 0:18:04.760
<v Speaker 1>knew what the heck it was. Right there was this

0:18:04.840 --> 0:18:09.960
<v Speaker 1>weird looking yellow pod right with a TV screen in

0:18:09.960 --> 0:18:12.480
<v Speaker 1>it in the corner, and I have no idea with

0:18:12.520 --> 0:18:14.719
<v Speaker 1>all the this little game pad on the front of it,

0:18:15.000 --> 0:18:16.520
<v Speaker 1>and what am I even supposed to do with that

0:18:16.600 --> 0:18:18.400
<v Speaker 1>on my way to the bathroom. I mean, the whole

0:18:18.440 --> 0:18:21.760
<v Speaker 1>thing wouldn't have even been possible except for the fact

0:18:21.800 --> 0:18:24.440
<v Speaker 1>that Dabney made a breakthrough while he was he was

0:18:24.560 --> 0:18:28.320
<v Speaker 1>tooling around in his home. According to the interviews I've seen,

0:18:28.359 --> 0:18:31.920
<v Speaker 1>in his daughter's bedroom. He used that as his workspace.

0:18:32.400 --> 0:18:34.520
<v Speaker 1>He moved one of his daughters in with the other

0:18:35.200 --> 0:18:38.119
<v Speaker 1>two daughters. He's like, I need you room. This is

0:18:38.119 --> 0:18:41.520
<v Speaker 1>going to be my lab. And uh. He started playing

0:18:41.560 --> 0:18:44.840
<v Speaker 1>with cathode ray to video screens without the use of

0:18:44.880 --> 0:18:49.000
<v Speaker 1>a computer as as an input, and he used counters

0:18:49.000 --> 0:18:54.400
<v Speaker 1>and gates basic electronic components to manipulate that CRT display

0:18:54.440 --> 0:18:56.560
<v Speaker 1>to create the images on a screen that you can

0:18:56.600 --> 0:19:01.320
<v Speaker 1>control by changing the values directly. So uh, think of

0:19:01.800 --> 0:19:05.520
<v Speaker 1>you know, you remember the tracking on a TV when

0:19:05.520 --> 0:19:07.399
<v Speaker 1>the screen would be rolling and you have to adjust

0:19:07.400 --> 0:19:10.560
<v Speaker 1>the tracking snature. Because we're old, we remember this stuff.

0:19:11.440 --> 0:19:13.680
<v Speaker 1>That was the basis of him being able to control

0:19:13.880 --> 0:19:17.960
<v Speaker 1>vertical movement on the screen. He just essentially he manufactured

0:19:18.000 --> 0:19:20.440
<v Speaker 1>a way of doing that where by using a control

0:19:21.040 --> 0:19:24.439
<v Speaker 1>you could change the the input into the television and

0:19:24.480 --> 0:19:27.600
<v Speaker 1>make that vertical movement possible. For horizontal we had to

0:19:27.680 --> 0:19:30.919
<v Speaker 1>change voltage is in a really interesting way so that

0:19:30.960 --> 0:19:33.000
<v Speaker 1>you could get horizontal movement. Otherwise you would only be

0:19:33.000 --> 0:19:34.679
<v Speaker 1>able to move up and down. Now, was that the

0:19:34.720 --> 0:19:38.240
<v Speaker 1>spot in motion circuit? Yes, okay, and that changed everything

0:19:38.359 --> 0:19:41.760
<v Speaker 1>because this meant for the first time that I, well

0:19:41.880 --> 0:19:45.240
<v Speaker 1>not I, he could create a game that didn't need

0:19:45.359 --> 0:19:48.520
<v Speaker 1>a computer attached to it. Right, you could do a

0:19:48.560 --> 0:19:51.560
<v Speaker 1>home version of this game, yes, exactly, and then everything

0:19:51.600 --> 0:19:53.440
<v Speaker 1>that you would need for the game you could build

0:19:53.440 --> 0:19:56.600
<v Speaker 1>onto the circuit And that meant that every circuit for

0:19:56.640 --> 0:20:00.280
<v Speaker 1>every game was unique, right, Like like one, if you

0:20:00.280 --> 0:20:04.679
<v Speaker 1>look at two different arcade games from this era, the

0:20:04.720 --> 0:20:08.359
<v Speaker 1>game is all hardwired on the circuitry, and those circuit

0:20:08.400 --> 0:20:11.760
<v Speaker 1>boards are going to look different because it's those physical

0:20:11.800 --> 0:20:16.080
<v Speaker 1>components that create the assets of each game, which is

0:20:16.160 --> 0:20:18.320
<v Speaker 1>kind of cool to think about because these days we're

0:20:18.440 --> 0:20:21.480
<v Speaker 1>used to the general purpose machine, right, the computer, and

0:20:21.520 --> 0:20:25.040
<v Speaker 1>then everything else is controlled on the software side. But

0:20:25.280 --> 0:20:28.840
<v Speaker 1>this was all hardware, which you know for every game

0:20:28.920 --> 0:20:31.320
<v Speaker 1>was a little different from the next two. Yeah. Yeah,

0:20:31.359 --> 0:20:33.439
<v Speaker 1>And you look at it you think like, well, you know,

0:20:33.440 --> 0:20:37.120
<v Speaker 1>there could even be production errors in that that could

0:20:37.160 --> 0:20:40.639
<v Speaker 1>create weird glitches that are only for that unit of

0:20:40.680 --> 0:20:43.560
<v Speaker 1>the game. It's not like a game shipped with glitches

0:20:43.600 --> 0:20:47.280
<v Speaker 1>would be that many. Maybe some solder wasn't complete and

0:20:47.320 --> 0:20:50.320
<v Speaker 1>so something in the game's not working properly. So it

0:20:50.359 --> 0:20:54.000
<v Speaker 1>made it more like those early arcading machines. We're really

0:20:54.040 --> 0:20:57.959
<v Speaker 1>more like pinball games than they were like the modern games.

0:20:58.480 --> 0:21:02.159
<v Speaker 1>Um yeah, really are staying We get to August of

0:21:02.240 --> 0:21:04.840
<v Speaker 1>nineteen seventy one. That's when the team had produced the

0:21:04.880 --> 0:21:07.440
<v Speaker 1>test unit of their game, which was, as you were saying,

0:21:07.440 --> 0:21:10.640
<v Speaker 1>called Computer Space, and they set it up in a

0:21:10.359 --> 0:21:16.480
<v Speaker 1>in a restaurant and bar called Dutch Goose in Palo Alto, California.

0:21:17.240 --> 0:21:19.639
<v Speaker 1>What a great name. They officially debuted the game at

0:21:19.640 --> 0:21:23.840
<v Speaker 1>the nineteen seventy one Music and Amusement Machines Exposition in Chicago,

0:21:24.320 --> 0:21:26.320
<v Speaker 1>and by the end of nineteen seventy one they begin

0:21:26.400 --> 0:21:28.480
<v Speaker 1>to ship the game. So that first game was just

0:21:28.520 --> 0:21:30.760
<v Speaker 1>sort of a test run to see if they could

0:21:30.760 --> 0:21:32.760
<v Speaker 1>get it to to Look now, it doesn't do great

0:21:32.800 --> 0:21:37.359
<v Speaker 1>business because it was a units total sold yeah um,

0:21:37.400 --> 0:21:40.440
<v Speaker 1>but it was enough money um for for Dabney and

0:21:40.480 --> 0:21:44.880
<v Speaker 1>Bushnell to sort of continue to fund their company. Right.

0:21:44.960 --> 0:21:48.760
<v Speaker 1>They decided at that point that they wanted to incorporate

0:21:48.880 --> 0:21:52.480
<v Speaker 1>Sissy G and then they had a speed bump because

0:21:52.480 --> 0:21:55.480
<v Speaker 1>they realized I found out there was already another company

0:21:55.640 --> 0:21:57.800
<v Speaker 1>using the name sissy Gy. Yeah, apparently it was a

0:21:57.800 --> 0:22:02.840
<v Speaker 1>little candle company and Mendocino, California like some hippies, So

0:22:03.160 --> 0:22:05.880
<v Speaker 1>that that put their plans on pause as they had

0:22:05.920 --> 0:22:08.960
<v Speaker 1>to rethink the name. And also at that time, in

0:22:09.080 --> 0:22:12.040
<v Speaker 1>nineteen seventy two, Bushnell would attend a meeting that would

0:22:12.080 --> 0:22:16.159
<v Speaker 1>later come back to haunt him. Yeah, he attended a

0:22:16.200 --> 0:22:21.000
<v Speaker 1>meeting that had a presentation of the Magnavox Odyssey, which

0:22:21.000 --> 0:22:24.320
<v Speaker 1>is a home video game console that featured very several

0:22:24.640 --> 0:22:29.680
<v Speaker 1>silent games, the most notable one being a table tennis game. Yeah,

0:22:29.760 --> 0:22:31.960
<v Speaker 1>and who was it was? It was the man's name

0:22:32.000 --> 0:22:35.600
<v Speaker 1>Bear was the head of Magnavox. At the time, he

0:22:35.640 --> 0:22:37.359
<v Speaker 1>had been a thing called the brown Box, which was

0:22:37.440 --> 0:22:41.359
<v Speaker 1>later changed to the Magnavox Odyssey. And like you said,

0:22:41.840 --> 0:22:43.600
<v Speaker 1>I think a lesson to be learned here. Has never

0:22:43.640 --> 0:22:48.120
<v Speaker 1>signed the guest book because Bushnell um signed the guest

0:22:48.160 --> 0:22:51.520
<v Speaker 1>Book as an attendee. And these before they took the

0:22:51.520 --> 0:22:55.040
<v Speaker 1>Odyssey to market, they had these very special small batch

0:22:55.200 --> 0:23:01.600
<v Speaker 1>screenings for invitees only, and which wasn't the smartest thing

0:23:01.640 --> 0:23:03.920
<v Speaker 1>in the world to do either, Yeah, because they did

0:23:03.920 --> 0:23:05.720
<v Speaker 1>have a patent on it. It would allow people that

0:23:05.840 --> 0:23:07.959
<v Speaker 1>chance to maybe we could beat them to market by

0:23:08.000 --> 0:23:10.760
<v Speaker 1>creating exact similar and that's exactly what happened in the

0:23:10.840 --> 0:23:14.680
<v Speaker 1>case of Bushnell. Yeah, so this was like this would

0:23:14.720 --> 0:23:17.080
<v Speaker 1>come back to haunt him later. And yeah, if you

0:23:17.200 --> 0:23:19.080
<v Speaker 1>are going to go to one of these meetings, don't

0:23:19.119 --> 0:23:22.880
<v Speaker 1>leave a paper trail. That's that's the lesson there. So

0:23:23.080 --> 0:23:27.600
<v Speaker 1>by June, Bushnell and Damney incorporate as a Tory Incorporated. Yes,

0:23:28.000 --> 0:23:31.280
<v Speaker 1>which the name got came from a Japanese game board

0:23:31.280 --> 0:23:35.399
<v Speaker 1>game called Go, which Bushnell was just crazy for. And

0:23:35.440 --> 0:23:38.760
<v Speaker 1>apparently the meaning of it is basically the equivalent to

0:23:38.840 --> 0:23:41.040
<v Speaker 1>I've got you in check. I'm about to take all

0:23:41.080 --> 0:23:43.440
<v Speaker 1>your stones, is what he said, right right, And and

0:23:43.480 --> 0:23:47.359
<v Speaker 1>I think the the root word was a taru, which

0:23:47.440 --> 0:23:50.560
<v Speaker 1>means to hit a target. And uh, just a cool

0:23:50.560 --> 0:23:53.320
<v Speaker 1>sounding name, like it jumped out at him at the time.

0:23:53.320 --> 0:23:57.560
<v Speaker 1>It's like, I like it, right, And they they create

0:23:57.720 --> 0:24:01.760
<v Speaker 1>some common stock, which collectively would value the company at

0:24:01.760 --> 0:24:05.680
<v Speaker 1>about seventy five thousand dollars, big jump from the seven

0:24:05.560 --> 0:24:09.080
<v Speaker 1>hundred dollars that they had to the bank at the time. Uh.

0:24:09.119 --> 0:24:11.320
<v Speaker 1>And the famous Attari logo I didn't put this in

0:24:11.320 --> 0:24:13.120
<v Speaker 1>the notes, but it was designed by a game named

0:24:13.119 --> 0:24:17.119
<v Speaker 1>George Opperman. Now, according to Auberman, the two side pieces,

0:24:17.200 --> 0:24:19.160
<v Speaker 1>like if you look at the Atari logo, it's it's

0:24:19.480 --> 0:24:22.440
<v Speaker 1>got three kind of columns, the two on either side

0:24:22.480 --> 0:24:25.840
<v Speaker 1>sore slope away. I always wonder what that was. It's

0:24:25.880 --> 0:24:29.399
<v Speaker 1>a stylized A. So that's one thing. Some people call

0:24:29.440 --> 0:24:32.200
<v Speaker 1>it the Mount Fuji logo because I think it looks

0:24:32.200 --> 0:24:36.320
<v Speaker 1>like Mount Fuji. Apperman says. The two side pieces represented

0:24:36.400 --> 0:24:39.959
<v Speaker 1>opposing players in the middle straight section represented the center

0:24:40.080 --> 0:24:43.640
<v Speaker 1>line in pong, which is kind of cool. The whole

0:24:43.680 --> 0:24:46.439
<v Speaker 1>logo was that stylized day and Auberman was the in

0:24:46.520 --> 0:24:48.560
<v Speaker 1>house artist for Atari and created a lot of the

0:24:48.640 --> 0:24:52.920
<v Speaker 1>art that the arcade cabinets were you were sporting. Well,

0:24:52.920 --> 0:24:55.720
<v Speaker 1>it's certainly iconic now, you know. Yeah, you see that

0:24:55.760 --> 0:24:57.879
<v Speaker 1>logo and it just for Guy's our age, that just

0:24:57.920 --> 0:24:59.800
<v Speaker 1>really conjures up a lot. Well, yeah, and he and

0:24:59.840 --> 0:25:03.359
<v Speaker 1>he he had a big influence on that early artwork

0:25:03.400 --> 0:25:05.959
<v Speaker 1>of Atari, especially in the arcade world. He would sadly

0:25:06.000 --> 0:25:12.080
<v Speaker 1>pass away in nineteen Yeah, only fifty years old, I think, um.

0:25:12.119 --> 0:25:16.120
<v Speaker 1>But also in June of that year, Al Alcorn who

0:25:16.119 --> 0:25:20.080
<v Speaker 1>had worked at Ampex. Yes, he joins Atari and he

0:25:20.119 --> 0:25:24.280
<v Speaker 1>begins working on one of Atari's biggest hits, Pong, which

0:25:24.320 --> 0:25:27.120
<v Speaker 1>is odd in a way. It's odd for a couple

0:25:27.119 --> 0:25:30.440
<v Speaker 1>of reasons, the biggest one being no one ever intended

0:25:30.480 --> 0:25:33.200
<v Speaker 1>Pong to be a hit. Yeah. Bushonell at the time

0:25:33.240 --> 0:25:35.840
<v Speaker 1>was working on a driving game. He said that was

0:25:35.920 --> 0:25:39.159
<v Speaker 1>really hard. Uh, driving games still are I think one

0:25:39.160 --> 0:25:42.119
<v Speaker 1>of the tougher ones to get right to really nail. Yeah,

0:25:42.160 --> 0:25:45.000
<v Speaker 1>And he said he hired Alcorn and was like, well,

0:25:45.000 --> 0:25:46.840
<v Speaker 1>I just wanted to give him a little test to

0:25:46.840 --> 0:25:49.280
<v Speaker 1>see how good he was because I wasn't gonna throw

0:25:49.359 --> 0:25:51.960
<v Speaker 1>him on this driving game right away up for failure.

0:25:52.040 --> 0:25:55.560
<v Speaker 1>Can you program using this circuit that damn produced, right

0:25:56.119 --> 0:25:58.320
<v Speaker 1>And because this is this is a whole new thing,

0:25:58.400 --> 0:26:02.120
<v Speaker 1>like the designing game using this circuit that had been

0:26:02.160 --> 0:26:08.480
<v Speaker 1>pioneered for the computer space games. So, uh, you know,

0:26:08.640 --> 0:26:11.840
<v Speaker 1>Alcorn takes this concept and he works on on Pong.

0:26:12.560 --> 0:26:15.440
<v Speaker 1>And unlike the earlier table tennis electronic games, this one

0:26:15.800 --> 0:26:19.679
<v Speaker 1>had sound. It sounds so silly, but it was a

0:26:19.760 --> 0:26:23.960
<v Speaker 1>huge difference to actually hear that little boom boom boom,

0:26:24.560 --> 0:26:27.800
<v Speaker 1>and uh, it had a few other noteworthy characteristics to

0:26:27.840 --> 0:26:31.240
<v Speaker 1>differentiate it that also sound a little bit like of course,

0:26:31.280 --> 0:26:33.600
<v Speaker 1>but it really made a big difference. The ball sped

0:26:33.680 --> 0:26:36.679
<v Speaker 1>up as you played the game, which was a huge,

0:26:36.880 --> 0:26:41.359
<v Speaker 1>huge difference. Um. And then you talked about some of

0:26:41.359 --> 0:26:44.960
<v Speaker 1>these sort of happy accidents. One of them occurred with Pong.

0:26:45.040 --> 0:26:47.040
<v Speaker 1>There was that little space at the very top and

0:26:47.080 --> 0:26:50.480
<v Speaker 1>the bottom of the screen where you couldn't block and

0:26:50.760 --> 0:26:52.680
<v Speaker 1>in other words, a game couldn't go on forever. At

0:26:52.720 --> 0:26:54.119
<v Speaker 1>some point you were going to lose it to that

0:26:54.200 --> 0:26:57.439
<v Speaker 1>corner some at some bounce, it's going to hit that

0:26:57.480 --> 0:27:00.720
<v Speaker 1>trajectory where no matter what, you can't block it, and

0:27:00.960 --> 0:27:02.399
<v Speaker 1>it just it made it more fun. And it was

0:27:02.440 --> 0:27:05.280
<v Speaker 1>a two player game, so again it'll it pitched people

0:27:05.280 --> 0:27:07.720
<v Speaker 1>against each other, just like we were talking about with combat.

0:27:07.840 --> 0:27:12.040
<v Speaker 1>That creates an experience that just invites that kind of

0:27:12.080 --> 0:27:15.920
<v Speaker 1>fun sort of you know, one upsmanship, trash talking sort

0:27:15.920 --> 0:27:20.320
<v Speaker 1>of stuff. Nothing. I don't think anyone was making, you know,

0:27:20.440 --> 0:27:24.080
<v Speaker 1>horrible uh statements like you hear on something like Xbox

0:27:24.119 --> 0:27:27.400
<v Speaker 1>Live because you're in person, next to the next to whomever.

0:27:28.080 --> 0:27:32.040
<v Speaker 1>But it also was a much simpler game. It was

0:27:32.160 --> 0:27:36.080
<v Speaker 1>easy to grasp the controls, were simple. Everyone who saw

0:27:36.119 --> 0:27:40.680
<v Speaker 1>it knew exactly what the gameplay went, so it had

0:27:41.280 --> 0:27:44.200
<v Speaker 1>far greater reppeal than something that was much more dense

0:27:44.280 --> 0:27:47.280
<v Speaker 1>like computer space. Yeah, and the name obviously comes from

0:27:47.520 --> 0:27:49.879
<v Speaker 1>Ping Pong, but they couldn't call it ping pong, and

0:27:49.920 --> 0:27:52.600
<v Speaker 1>they couldn't call it ping because of the golf clubs,

0:27:53.200 --> 0:27:56.160
<v Speaker 1>and so Pong was just sort of the no brainer. Yeah.

0:27:56.560 --> 0:28:01.879
<v Speaker 1>So the first Pong game was installed in a tavern

0:28:02.200 --> 0:28:04.720
<v Speaker 1>and the taps tavern. Yeah. I look that up to

0:28:04.720 --> 0:28:08.359
<v Speaker 1>see if it still existed, and I don't think it does, sad. Uh.

0:28:08.400 --> 0:28:10.639
<v Speaker 1>So the original Pong was black and white, had a

0:28:10.640 --> 0:28:13.600
<v Speaker 1>black and white television for a screen, and people would

0:28:13.640 --> 0:28:15.960
<v Speaker 1>come in and play, even if they weren't planning on

0:28:16.080 --> 0:28:20.240
<v Speaker 1>buying anything to eat or drink. It became a destination

0:28:20.800 --> 0:28:24.760
<v Speaker 1>h game. Yeah, to the point where I read that

0:28:25.720 --> 0:28:28.960
<v Speaker 1>early in the game's life, they got a call saying,

0:28:29.440 --> 0:28:30.960
<v Speaker 1>the game's not working. You need to come out here

0:28:31.000 --> 0:28:32.719
<v Speaker 1>in services. So it came out to find out what

0:28:32.760 --> 0:28:34.880
<v Speaker 1>was wrong, and what was wrong was that they were

0:28:34.960 --> 0:28:38.600
<v Speaker 1>using an old milk jug to catch the coins inside

0:28:38.640 --> 0:28:41.840
<v Speaker 1>the cabinet, and the milk jug had filled to overflowing

0:28:41.880 --> 0:28:43.800
<v Speaker 1>and no more coins could come in, so the game

0:28:43.840 --> 0:28:47.760
<v Speaker 1>was malfunctioned, so they had to empty the coins from

0:28:47.800 --> 0:28:50.600
<v Speaker 1>the things that they could play it. Uh and uh.

0:28:50.680 --> 0:28:52.880
<v Speaker 1>It was kind of interesting like this. We'll talk more

0:28:52.920 --> 0:28:56.080
<v Speaker 1>about in the second but the the plan was that

0:28:56.320 --> 0:29:00.280
<v Speaker 1>in order to give an incentive to businesses to buy

0:29:00.560 --> 0:29:03.920
<v Speaker 1>into the arcade games, they said, all right, well, we

0:29:03.960 --> 0:29:07.760
<v Speaker 1>will split revenue down the middle, goes to you, comes

0:29:07.760 --> 0:29:11.120
<v Speaker 1>to us, which literally, we will count out the quarters

0:29:11.520 --> 0:29:13.840
<v Speaker 1>and will get half of them. And they literally went

0:29:14.200 --> 0:29:17.640
<v Speaker 1>from place to place employees of Atari picking up sack

0:29:17.680 --> 0:29:19.960
<v Speaker 1>fulls of quarters at the end of every year, possibly

0:29:20.360 --> 0:29:24.360
<v Speaker 1>suffering enormous back pain, one of whom apparently carried a

0:29:24.480 --> 0:29:28.560
<v Speaker 1>roofing hatchet for protection. Um. But they were bringing in.

0:29:28.560 --> 0:29:31.080
<v Speaker 1>They said a single unit typically would earn about forty

0:29:31.120 --> 0:29:33.920
<v Speaker 1>dollars a day, which is over two hundred and twenty

0:29:33.960 --> 0:29:38.920
<v Speaker 1>dollars today, um, which is that's fantastic for the first

0:29:39.040 --> 0:29:42.520
<v Speaker 1>thing of its kind. And um. It said that they

0:29:42.640 --> 0:29:46.920
<v Speaker 1>believe machines were ordered by the end of nineteen seventy three.

0:29:47.360 --> 0:29:50.760
<v Speaker 1>By nineteen seventy four, over eight thousand of these were

0:29:50.800 --> 0:29:53.720
<v Speaker 1>all over the country and abroad. I think at this point, Yeah,

0:29:53.760 --> 0:29:55.800
<v Speaker 1>and and keep in mind these are like, you know,

0:29:56.680 --> 0:30:01.520
<v Speaker 1>a grand apiece, and they're getting uh, they're getting this,

0:30:01.760 --> 0:30:04.000
<v Speaker 1>this all of the money at this point because originally

0:30:04.240 --> 0:30:07.040
<v Speaker 1>they went to uh Nutting and said do you want

0:30:07.040 --> 0:30:08.560
<v Speaker 1>to do this? And they thought, well, no, we don't

0:30:08.600 --> 0:30:10.280
<v Speaker 1>really want to work with Nutting anymore. We want to

0:30:10.320 --> 0:30:11.880
<v Speaker 1>be able to do this with someone else. They they

0:30:12.120 --> 0:30:14.760
<v Speaker 1>started shopping around to see if they could work with

0:30:14.800 --> 0:30:18.160
<v Speaker 1>a different distributor of of games, like like the kind

0:30:18.160 --> 0:30:20.560
<v Speaker 1>of games you would find at an amusement park. So

0:30:20.600 --> 0:30:23.560
<v Speaker 1>they look at Bally because Bally of course was famous

0:30:23.560 --> 0:30:25.560
<v Speaker 1>for their pinball as well as there are other there

0:30:25.600 --> 0:30:29.440
<v Speaker 1>are other games that they were pioneering in, but Bally

0:30:29.600 --> 0:30:35.120
<v Speaker 1>wasn't wasn't sold on the idea pong. They wanted Atrii

0:30:35.320 --> 0:30:37.880
<v Speaker 1>to make a game for them, in fact, a couple

0:30:37.880 --> 0:30:39.360
<v Speaker 1>of games. One would be a pinball game and one

0:30:39.400 --> 0:30:42.160
<v Speaker 1>would be a video game, but they weren't interested in Pong.

0:30:42.720 --> 0:30:46.160
<v Speaker 1>And ultimately the guys that Attari decided, you know what,

0:30:46.200 --> 0:30:49.000
<v Speaker 1>we're gonna do this ourselves. But it was a huge,

0:30:49.360 --> 0:30:52.440
<v Speaker 1>huge jump for them, you know, they didn't have the

0:30:52.440 --> 0:30:54.840
<v Speaker 1>background and manufacturing. No, it turned out to be a

0:30:54.840 --> 0:30:58.520
<v Speaker 1>great move. Though, Yeah, no, it's absolutely it. It really

0:30:58.600 --> 0:31:01.080
<v Speaker 1>set them for success for at least the next couple

0:31:01.120 --> 0:31:06.360
<v Speaker 1>of years. So some interesting things happened in nineteen seventy three,

0:31:06.360 --> 0:31:09.240
<v Speaker 1>at the tail end of seventy two, Atari would file

0:31:09.240 --> 0:31:11.200
<v Speaker 1>a patent for Pong. Now keep in mind that when

0:31:11.200 --> 0:31:14.200
<v Speaker 1>you file a patent it can take years before you

0:31:14.240 --> 0:31:16.880
<v Speaker 1>get you know, that approved or declined. And it was

0:31:16.920 --> 0:31:19.160
<v Speaker 1>already released at this point when they filed. Yes, they

0:31:19.160 --> 0:31:24.040
<v Speaker 1>didn't pre file, so they file after the games already released. Uh.

0:31:24.280 --> 0:31:26.959
<v Speaker 1>In ninety three, they do something that at first I

0:31:27.000 --> 0:31:29.760
<v Speaker 1>was confused about until I read more details, which is

0:31:29.800 --> 0:31:35.800
<v Speaker 1>that they established a second company called Key Games k E. Yeah,

0:31:35.840 --> 0:31:39.080
<v Speaker 1>I didn't quite understand this all right, So they set

0:31:39.160 --> 0:31:42.240
<v Speaker 1>up a second company that's essentially appears to be in

0:31:42.440 --> 0:31:45.040
<v Speaker 1>a competitor to Atari. Not just a competitor, but they

0:31:45.040 --> 0:31:51.880
<v Speaker 1>are producing knockoffs of Atari games. And here's the reason why.

0:31:53.520 --> 0:31:56.800
<v Speaker 1>There are rules for certain types of companies where they

0:31:56.880 --> 0:32:00.600
<v Speaker 1>can only work with a single distributor. So if they

0:32:00.680 --> 0:32:04.840
<v Speaker 1>create a title and and enter an agreement with that distributor, UH,

0:32:05.120 --> 0:32:07.120
<v Speaker 1>all of their titles have to go through that distributor.

0:32:07.800 --> 0:32:12.120
<v Speaker 1>So it limits the options of the company producing the games.

0:32:12.680 --> 0:32:15.800
<v Speaker 1>By creating this second company, they could produce the exact

0:32:15.880 --> 0:32:20.440
<v Speaker 1>same games with a different name under the name of

0:32:20.440 --> 0:32:24.000
<v Speaker 1>this other dummy corporation. Practically it's a little more than

0:32:24.040 --> 0:32:27.280
<v Speaker 1>a dummy corporation, but not much more, and then offer

0:32:27.320 --> 0:32:30.320
<v Speaker 1>that to different distributors. That makes sense, So it opens

0:32:30.400 --> 0:32:33.000
<v Speaker 1>up a lot of options. So it's a little bit, yeah,

0:32:33.000 --> 0:32:35.760
<v Speaker 1>a little little little uh spoken mirrors a little bit

0:32:35.800 --> 0:32:39.200
<v Speaker 1>of guests which cup the ball is under sort of stuff,

0:32:39.760 --> 0:32:43.240
<v Speaker 1>and so you know, it was the way of getting

0:32:43.240 --> 0:32:46.600
<v Speaker 1>around that. Bushnell, by the way, clearly very savvy when

0:32:46.680 --> 0:32:52.520
<v Speaker 1>it comes to working systems like this. Meanwhile, Long is

0:32:52.560 --> 0:32:55.880
<v Speaker 1>going crazy. Yeah, it's going crazy for for many reasons

0:32:56.040 --> 0:32:58.720
<v Speaker 1>that we already talked about. But um, another big reason

0:32:58.840 --> 0:33:01.840
<v Speaker 1>I saw the interview with Bushnell said is that women

0:33:02.040 --> 0:33:05.720
<v Speaker 1>were very good at it for some reason, and it

0:33:05.880 --> 0:33:09.760
<v Speaker 1>appealed to women. And it was the first, um, I

0:33:09.760 --> 0:33:11.480
<v Speaker 1>guess sort of the first time he said that women

0:33:11.480 --> 0:33:14.160
<v Speaker 1>felt comfortable going up to a man in a bar

0:33:14.240 --> 0:33:15.800
<v Speaker 1>and say, hey, you know, do you want to play

0:33:15.800 --> 0:33:18.160
<v Speaker 1>this game with me? And he said that made a

0:33:18.160 --> 0:33:21.840
<v Speaker 1>big difference. It appealed to both sexes and UM, and

0:33:21.920 --> 0:33:24.240
<v Speaker 1>it also brought it down, as the this great I

0:33:24.320 --> 0:33:27.040
<v Speaker 1>g N article says, to you know, where real people

0:33:27.080 --> 0:33:30.680
<v Speaker 1>congregated it, brought it into the bars, into the bowling alleys.

0:33:31.360 --> 0:33:34.640
<v Speaker 1>And it wasn't like you know, engineering students exactly. It wasn't.

0:33:34.680 --> 0:33:38.280
<v Speaker 1>It wasn't some computer lab where you had to have uh,

0:33:38.320 --> 0:33:45.800
<v Speaker 1>you know, student access to eat. Another interesting thing that

0:33:45.840 --> 0:33:49.920
<v Speaker 1>happened in nine was that they got a new space

0:33:50.320 --> 0:33:53.600
<v Speaker 1>for putting together their pong machines. Did you hear about this?

0:33:53.720 --> 0:33:57.640
<v Speaker 1>The ten thousand square foot space they got. So there

0:33:57.680 --> 0:34:01.760
<v Speaker 1>was one story that Dabney told about how originally the

0:34:01.840 --> 0:34:04.520
<v Speaker 1>little space they were in they found out that their

0:34:04.600 --> 0:34:09.120
<v Speaker 1>neighbor had stopped paying rent and essentially scaddled, So they

0:34:09.120 --> 0:34:12.200
<v Speaker 1>cut a hole in the wall and used the next

0:34:12.200 --> 0:34:14.959
<v Speaker 1>door space. But even that wasn't big enough because then

0:34:15.000 --> 0:34:16.640
<v Speaker 1>they were like, well, what happens when we get caughts

0:34:16.680 --> 0:34:18.560
<v Speaker 1>as well? We'll just ask how much we owe them,

0:34:18.600 --> 0:34:21.239
<v Speaker 1>Like when we get caught, we'll we'll pay for it,

0:34:21.280 --> 0:34:24.360
<v Speaker 1>but until then we won't um. But then they decided

0:34:24.400 --> 0:34:28.640
<v Speaker 1>that they would lease a space, and they found an

0:34:29.800 --> 0:34:31.480
<v Speaker 1>a business that was no longer doing this is it

0:34:31.520 --> 0:34:35.520
<v Speaker 1>was ten thou square foot roller rink and they turned

0:34:35.520 --> 0:34:40.440
<v Speaker 1>it into their manufacturing center for pong. Yeah, and then

0:34:41.360 --> 0:34:46.360
<v Speaker 1>there's the story about how that that that signed guest

0:34:46.680 --> 0:34:50.759
<v Speaker 1>thing comes back to haunt and see Magnifox yes for

0:34:50.880 --> 0:34:54.160
<v Speaker 1>electronic table tennis. So Atari did not have a patent

0:34:54.200 --> 0:34:57.600
<v Speaker 1>for pong. Magnavox had a patent for electronic table tennis.

0:34:58.160 --> 0:35:02.600
<v Speaker 1>And this starts to raise some important conversations between the

0:35:02.640 --> 0:35:06.320
<v Speaker 1>two where Magnavox is looking at pong and saying, that's

0:35:06.320 --> 0:35:10.920
<v Speaker 1>our game, So we're going to go after these guys. Meanwhile,

0:35:11.000 --> 0:35:14.600
<v Speaker 1>Bushnell buys out Ted Dabney from the company. Depending upon

0:35:14.600 --> 0:35:16.840
<v Speaker 1>whom you aske, Dabney sometimes just says no, I was

0:35:16.880 --> 0:35:19.400
<v Speaker 1>just kind of canned. Yeah. He says that he was

0:35:19.760 --> 0:35:22.640
<v Speaker 1>forced out basically that his old friend came up to

0:35:22.719 --> 0:35:26.520
<v Speaker 1>him and basically said, um, if you don't accept this

0:35:26.560 --> 0:35:30.520
<v Speaker 1>buy out, then I'm going to take all the assets

0:35:30.520 --> 0:35:33.399
<v Speaker 1>over to a different company and you'll you'll be left

0:35:33.440 --> 0:35:36.080
<v Speaker 1>with nothing, right, So he took the opportunity to get

0:35:36.080 --> 0:35:38.479
<v Speaker 1>bought out. I didn't see numbers. Yeah I didn't either.

0:35:38.640 --> 0:35:41.719
<v Speaker 1>I don't think anyone has ever about it. It It sounds like,

0:35:41.800 --> 0:35:46.560
<v Speaker 1>yeah the the interview, definitely he portrays Bushnell as misrepresenting

0:35:46.600 --> 0:35:49.400
<v Speaker 1>the truth. Let's say that's a very kind way of

0:35:49.400 --> 0:35:51.600
<v Speaker 1>putting it. And I haven't heard Bushnell talk much about it.

0:35:51.640 --> 0:35:55.120
<v Speaker 1>He seems to, I don't know, gloss over that, or

0:35:55.160 --> 0:35:57.319
<v Speaker 1>at least not even address it. Yeah, that's from what

0:35:57.360 --> 0:36:00.799
<v Speaker 1>I've seen. Well. Uh, nineteen seven three was also when

0:36:00.800 --> 0:36:03.800
<v Speaker 1>Atari got a new hire in the electrical engineering department.

0:36:03.840 --> 0:36:06.000
<v Speaker 1>You may have heard of him. His name is Steve Jobs.

0:36:06.719 --> 0:36:09.799
<v Speaker 1>So Steve Jobs joined Atari in nineteen seventy three, and

0:36:09.840 --> 0:36:12.600
<v Speaker 1>by the end of the year, Key Games in Atari,

0:36:12.719 --> 0:36:17.120
<v Speaker 1>which remember are really being operated simultaneously by the same

0:36:17.200 --> 0:36:21.080
<v Speaker 1>heads of people, into a licensing agreement for Atari to

0:36:21.120 --> 0:36:24.759
<v Speaker 1>produce a version of the game Elimination, which was key

0:36:24.760 --> 0:36:28.759
<v Speaker 1>games first first title. Yeah, and by the way, can

0:36:28.800 --> 0:36:31.399
<v Speaker 1>you guess do you want to guess what the game

0:36:31.480 --> 0:36:35.160
<v Speaker 1>Elimination was? The title makes it sound like it's something terrible.

0:36:37.719 --> 0:36:40.000
<v Speaker 1>It was not. It was not. It was a four

0:36:40.160 --> 0:36:44.200
<v Speaker 1>player version of Pong, and so uh, the Atari version

0:36:44.200 --> 0:36:48.240
<v Speaker 1>would become known as Quadrapong. So it's funny that Atari

0:36:48.440 --> 0:36:53.320
<v Speaker 1>is licensing a game that essentially the same folks had developed, right, Like,

0:36:53.600 --> 0:36:55.680
<v Speaker 1>it's all again, it's all this sort of shell game

0:36:55.719 --> 0:36:58.680
<v Speaker 1>going on. So moving up to nineteen seventy four, this

0:36:58.719 --> 0:37:02.040
<v Speaker 1>is where we start seeing the Magnavox thing come to

0:37:02.040 --> 0:37:06.240
<v Speaker 1>a head. The inventor Ralph Bayer convinces Magnavox to sue Atari,

0:37:06.320 --> 0:37:09.439
<v Speaker 1>claiming that the company copied the electronic table tennis game

0:37:09.560 --> 0:37:13.000
<v Speaker 1>from the Odyssey, which they did, Yeah, pretty much, And

0:37:13.280 --> 0:37:16.919
<v Speaker 1>Bushnell basically comes up. The guy makes all the right moves,

0:37:16.920 --> 0:37:20.759
<v Speaker 1>it seems like for a while. Um he basically says,

0:37:20.800 --> 0:37:24.399
<v Speaker 1>you know what, We'll settle for some money and will

0:37:24.440 --> 0:37:27.920
<v Speaker 1>become a licensee, so you don't have to worry about us.

0:37:28.080 --> 0:37:31.120
<v Speaker 1>You go and sue everybody else because Paul was getting

0:37:31.200 --> 0:37:33.839
<v Speaker 1>knocked off all over the place, and you spend all

0:37:33.840 --> 0:37:35.680
<v Speaker 1>your time doing that. We'll settle for some money, will

0:37:35.680 --> 0:37:37.879
<v Speaker 1>be a licensee, and we'll make that and some other

0:37:37.960 --> 0:37:43.080
<v Speaker 1>Magnavox titles, and just don't worry about us anymore. And

0:37:43.160 --> 0:37:46.480
<v Speaker 1>Magnavox is like, all right, yeah, it was good to me, brilliant.

0:37:46.520 --> 0:37:49.719
<v Speaker 1>I mean, they no longer Atari no longer has to

0:37:49.760 --> 0:37:52.360
<v Speaker 1>go after these copycats because Magnavox is going to do

0:37:52.400 --> 0:37:55.440
<v Speaker 1>it on their behalf and they're not being h come

0:37:55.480 --> 0:37:59.440
<v Speaker 1>after for Magna Yeah, so the settlement shield basically exactly

0:38:00.000 --> 0:38:02.960
<v Speaker 1>set the amount. We don't it's not publicized, but according

0:38:02.960 --> 0:38:05.440
<v Speaker 1>to different accounts, it could be anywhere between four thousand

0:38:05.480 --> 0:38:09.160
<v Speaker 1>dollars and a million bucks, so not chump change. But

0:38:09.280 --> 0:38:12.160
<v Speaker 1>still when you when you know now you've got like

0:38:12.239 --> 0:38:14.400
<v Speaker 1>your big brother looking out for you, you don't know,

0:38:14.719 --> 0:38:17.560
<v Speaker 1>it's they can just make money, exactly. It freed them

0:38:17.600 --> 0:38:20.719
<v Speaker 1>up to be super creative. Uh. And that's what they

0:38:20.760 --> 0:38:23.799
<v Speaker 1>started doing right away pretty much. Yeah. And this is

0:38:23.840 --> 0:38:26.480
<v Speaker 1>also the year Dabney, who had who had left, buys

0:38:26.560 --> 0:38:29.920
<v Speaker 1>the name the rights to the name Scissor G Game

0:38:29.960 --> 0:38:33.960
<v Speaker 1>Company from Atari. Uh. And then he also would leave

0:38:34.000 --> 0:38:36.880
<v Speaker 1>the board of directors in nineteen seventy four, which was

0:38:36.920 --> 0:38:39.560
<v Speaker 1>his last connection to the company that by that time

0:38:39.680 --> 0:38:44.600
<v Speaker 1>Dabney's connections are now severed. Uh. And then meanwhile Key

0:38:44.680 --> 0:38:49.239
<v Speaker 1>Games releases its first original game called Tank, which ends

0:38:49.320 --> 0:38:53.919
<v Speaker 1>up being a massive hit. Uh. And then so such

0:38:53.960 --> 0:38:57.759
<v Speaker 1>a big hit, keep in my nineteen Tank comes out,

0:38:58.600 --> 0:39:01.280
<v Speaker 1>the demand is so high they go ahead and develop

0:39:01.360 --> 0:39:04.279
<v Speaker 1>and produce Tank two in that same year. Like you

0:39:04.320 --> 0:39:06.760
<v Speaker 1>think about how video games are produced and how granted

0:39:06.920 --> 0:39:09.000
<v Speaker 1>it's a totally different ball game, these days. But the

0:39:09.000 --> 0:39:11.160
<v Speaker 1>way video games are produced these days, they go in

0:39:11.239 --> 0:39:13.759
<v Speaker 1>for years of development. If you get a game, and

0:39:13.920 --> 0:39:17.120
<v Speaker 1>you won't expect a sequel for several years to come,

0:39:17.200 --> 0:39:20.040
<v Speaker 1>unless with a few exceptions like the Assassin's Creed series

0:39:20.040 --> 0:39:22.280
<v Speaker 1>appears to have a sequel come out every few months.

0:39:22.920 --> 0:39:25.480
<v Speaker 1>Certain sports franchise games obviously those are gonna come out

0:39:25.480 --> 0:39:30.440
<v Speaker 1>each year to reflect the change. Yeah, but most most games,

0:39:30.440 --> 0:39:33.080
<v Speaker 1>you know, you end up waiting years between sequels. But

0:39:33.320 --> 0:39:36.480
<v Speaker 1>this is where things are just moving at a furious pace.

0:39:36.719 --> 0:39:38.880
<v Speaker 1>Now that we have the home version of Pong yet

0:39:39.440 --> 0:39:42.799
<v Speaker 1>not well, there were some early home versions. There was

0:39:42.840 --> 0:39:46.280
<v Speaker 1>one that was being developed at this time and actually

0:39:46.280 --> 0:39:48.800
<v Speaker 1>did come out. Yeah, So there were actually two different

0:39:48.880 --> 0:39:52.600
<v Speaker 1>versions of that, right, Sears licensed it. I had that one,

0:39:52.719 --> 0:39:55.640
<v Speaker 1>so you had the Sears version of Pon Yeah, and

0:39:55.640 --> 0:39:57.959
<v Speaker 1>then there was a second one that was marketed under

0:39:58.000 --> 0:40:00.279
<v Speaker 1>the Atari name. So again it was weird because it

0:40:00.320 --> 0:40:03.080
<v Speaker 1>almost felt like Atari was competing against itself and had

0:40:03.120 --> 0:40:05.680
<v Speaker 1>two different versions of the same thing on the market. Yeah. Well,

0:40:05.719 --> 0:40:07.520
<v Speaker 1>because they didn't have that patent yet, I think so

0:40:07.600 --> 0:40:11.040
<v Speaker 1>Sears was the distributor and they had their own version. Yeah,

0:40:11.280 --> 0:40:13.800
<v Speaker 1>and I think that I think the other versions outsold

0:40:13.880 --> 0:40:16.000
<v Speaker 1>the official Pong version. Oh yeah, the Atari. I think

0:40:16.000 --> 0:40:19.480
<v Speaker 1>Atari had like fifty thousand of them on the market

0:40:19.520 --> 0:40:21.839
<v Speaker 1>and Sears had a hundred and fifty thousand of them.

0:40:21.840 --> 0:40:25.839
<v Speaker 1>Those you know, easily eclipsing it. But yeah, that ended

0:40:25.920 --> 0:40:28.920
<v Speaker 1>up being a big hit that would come out in nineteen.

0:40:30.360 --> 0:40:33.319
<v Speaker 1>It was limited to only playing the Pong games that was.

0:40:33.719 --> 0:40:37.360
<v Speaker 1>This was not a cartridge. Yeah, so it's all again,

0:40:37.400 --> 0:40:43.400
<v Speaker 1>it's hard coded into the console, right y. Yeah. I

0:40:43.400 --> 0:40:46.839
<v Speaker 1>I had UM, I don't I had I had one

0:40:46.920 --> 0:40:49.319
<v Speaker 1>that was I don't think it was Pong um, and

0:40:49.360 --> 0:40:51.600
<v Speaker 1>I don't think it was. It wasn't the Magnavox Odyssey,

0:40:51.640 --> 0:40:54.600
<v Speaker 1>because I seemed to remember there were sound effects. But

0:40:54.680 --> 0:40:59.719
<v Speaker 1>I did have one that was the collection of essentially variations,

0:41:00.000 --> 0:41:02.560
<v Speaker 1>and Pong Pong was one, but you also had Racketball,

0:41:02.600 --> 0:41:06.520
<v Speaker 1>which was Pong but way faster. Um. Then there was

0:41:06.840 --> 0:41:09.040
<v Speaker 1>one that was basketball that was essentially Pong, but it

0:41:09.080 --> 0:41:12.760
<v Speaker 1>was turned so that both paddles were maybe two inches

0:41:12.800 --> 0:41:15.800
<v Speaker 1>above the bottom line, and then you had like little

0:41:15.960 --> 0:41:20.680
<v Speaker 1>lines that represented goals. Yeah. Interest like there's there's a

0:41:20.680 --> 0:41:22.960
<v Speaker 1>whole selection of these style games, but they're all just

0:41:23.080 --> 0:41:27.040
<v Speaker 1>variations on an exactly. So I had one of those

0:41:27.120 --> 0:41:29.560
<v Speaker 1>I don't know if hey, listeners, if you know what

0:41:29.600 --> 0:41:32.359
<v Speaker 1>I'm talking about and you think, oh, that sounds like

0:41:32.400 --> 0:41:36.400
<v Speaker 1>the blah blah blah, Yeah, you just let me know. Um.

0:41:36.440 --> 0:41:40.520
<v Speaker 1>But this is also around the time when Atari would

0:41:40.520 --> 0:41:46.600
<v Speaker 1>announce the acquisition of Key Games, that Tory buys its

0:41:46.640 --> 0:41:51.400
<v Speaker 1>own company. Joe Keenan became Joe Keenan, who remember was

0:41:51.440 --> 0:41:55.440
<v Speaker 1>the head of Key Games. He's also Bushnell's neighbor. Yeah.

0:41:55.440 --> 0:41:57.879
<v Speaker 1>According to the story Dabney Toldy says, yeah. Bush Nell

0:41:57.920 --> 0:42:01.480
<v Speaker 1>says he walked up to Joe one day when Joe

0:42:01.520 --> 0:42:03.040
<v Speaker 1>was mowing his law and said, Hey, would you like

0:42:03.080 --> 0:42:05.880
<v Speaker 1>to run a company that looks like it's competing against me?

0:42:06.719 --> 0:42:11.640
<v Speaker 1>Need a shell company owner because company, but Joe Keenan

0:42:11.680 --> 0:42:14.120
<v Speaker 1>would actually become the new president of Atari and Nolan

0:42:14.160 --> 0:42:17.719
<v Speaker 1>Bushnell was becomes the chairman of of Atari. UH. And

0:42:17.760 --> 0:42:19.960
<v Speaker 1>this is also when at starts working on a project

0:42:20.000 --> 0:42:25.759
<v Speaker 1>code named Stella yea, again a home market approach. So

0:42:26.440 --> 0:42:29.759
<v Speaker 1>two developments make this possible. One is the production of

0:42:29.760 --> 0:42:33.120
<v Speaker 1>a microchip called the Moss Technology six oh five to

0:42:33.360 --> 0:42:37.880
<v Speaker 1>micro processor UH and then the other one was creating

0:42:37.880 --> 0:42:42.600
<v Speaker 1>the methodology of storing games on ROM cartridges. ROM stands

0:42:42.640 --> 0:42:46.719
<v Speaker 1>for read only memory, right, So this is why if

0:42:46.760 --> 0:42:50.399
<v Speaker 1>you had one of those old cartridge based systems, uh,

0:42:50.640 --> 0:42:53.480
<v Speaker 1>they wouldn't let you do things like keep track of

0:42:53.520 --> 0:42:56.880
<v Speaker 1>your high score. For example, you plug your cartridgeen and

0:42:56.920 --> 0:42:59.279
<v Speaker 1>you could get a high score, but as soon as

0:42:59.320 --> 0:43:01.960
<v Speaker 1>you turned the sheen off, that's erased. Because it was

0:43:02.080 --> 0:43:08.200
<v Speaker 1>read only memory couldn't write anything. So the console would

0:43:08.239 --> 0:43:11.480
<v Speaker 1>have all the stuff that would allow it to accept

0:43:11.600 --> 0:43:14.799
<v Speaker 1>these cartridges. But the beauty of it was you were

0:43:14.840 --> 0:43:18.080
<v Speaker 1>not limited to a select number of titles. As long

0:43:18.120 --> 0:43:19.839
<v Speaker 1>as more cartridge as would come out, you could play

0:43:19.920 --> 0:43:22.680
<v Speaker 1>different games. Yeah. And uh, you know we should set

0:43:22.719 --> 0:43:27.600
<v Speaker 1>the scene here in the early to mid nineties seventies. Um,

0:43:27.680 --> 0:43:31.480
<v Speaker 1>there was not a lot of options as a child. Um,

0:43:31.520 --> 0:43:35.480
<v Speaker 1>you had crappy handheld games, Tiger electronics type stuff. Yep.

0:43:35.600 --> 0:43:38.480
<v Speaker 1>You had um a few TV channels that you could

0:43:38.520 --> 0:43:40.880
<v Speaker 1>watch three maybe four if you could get a UHF

0:43:40.920 --> 0:43:44.960
<v Speaker 1>stations pre Fox even Yeah, just the big three, ABC,

0:43:45.160 --> 0:43:47.920
<v Speaker 1>B NBC, and CBS. UM, and there were you know,

0:43:48.520 --> 0:43:51.200
<v Speaker 1>all the all the games were like uh, you know,

0:43:51.320 --> 0:43:54.280
<v Speaker 1>there were card games and and you know or actually

0:43:54.320 --> 0:43:58.239
<v Speaker 1>playing outside with your friends, which was great, but but

0:43:58.320 --> 0:44:00.839
<v Speaker 1>there was not a lot. There weren't many options. So

0:44:01.400 --> 0:44:05.560
<v Speaker 1>home computing in the home video console was to call

0:44:05.600 --> 0:44:08.399
<v Speaker 1>it revolutionary. There isn't a word big enough to call

0:44:08.440 --> 0:44:10.600
<v Speaker 1>it what it was, right, And so keep in mind

0:44:10.640 --> 0:44:14.200
<v Speaker 1>this is this is the dawn of two eras that

0:44:14.239 --> 0:44:17.040
<v Speaker 1>are coming about at the same time. They're both about

0:44:17.120 --> 0:44:23.320
<v Speaker 1>to change children's worlds forever. One is that the arcade

0:44:23.360 --> 0:44:25.920
<v Speaker 1>is on the horizon, like not not not just the

0:44:26.719 --> 0:44:29.600
<v Speaker 1>you know, occasional game in a bar or restaurant or

0:44:29.640 --> 0:44:31.880
<v Speaker 1>bowling out. Yeah, and they had arcades previously, but like

0:44:31.920 --> 0:44:34.440
<v Speaker 1>we said, it was pinball and yeah, Skei ball and

0:44:34.440 --> 0:44:37.400
<v Speaker 1>stuff like that. Right, So the video the video arcade

0:44:37.480 --> 0:44:40.160
<v Speaker 1>is just about to come to pass, and the home

0:44:40.280 --> 0:44:43.760
<v Speaker 1>video game market is about to come to pass. Suddenly

0:44:43.800 --> 0:44:47.320
<v Speaker 1>we have way more options than uh, you know, finding

0:44:47.360 --> 0:44:49.760
<v Speaker 1>out who's really good at getting hit with a stick?

0:44:50.360 --> 0:44:52.080
<v Speaker 1>That was That was my favorite game as a kid.

0:44:52.520 --> 0:44:54.480
<v Speaker 1>I was really good at that game. I could get

0:44:54.560 --> 0:44:59.640
<v Speaker 1>hit by a stick like. Uh. So, nineteen seventies six

0:45:00.400 --> 0:45:04.839
<v Speaker 1>we get a game coming out from Atari called Breakout.

0:45:05.640 --> 0:45:09.320
<v Speaker 1>Yeah designed, um, well, we thought it was designed and

0:45:09.400 --> 0:45:12.920
<v Speaker 1>perfected by Steve Jobs because he was the employee assigned

0:45:13.000 --> 0:45:17.080
<v Speaker 1>to that job. Yeah, Bushnell and Bristow. Steve Bristow, who

0:45:17.280 --> 0:45:19.640
<v Speaker 1>was another employee of Atari, came up with the concept

0:45:19.680 --> 0:45:22.040
<v Speaker 1>and gave it to Steve Jobs and said, make this

0:45:22.120 --> 0:45:26.120
<v Speaker 1>thing that we thought of essentially kind of a racquetball

0:45:26.200 --> 0:45:30.600
<v Speaker 1>style game. And so Jobs goes back, does some work,

0:45:30.680 --> 0:45:33.279
<v Speaker 1>comes back with a circuit board and says I did it,

0:45:33.520 --> 0:45:36.200
<v Speaker 1>and they hook it up. They're like, wow, this is great. Yeah,

0:45:36.239 --> 0:45:38.200
<v Speaker 1>in fact, it's so great. You have done such a

0:45:38.239 --> 0:45:42.120
<v Speaker 1>good job designing this where you've created a really efficient system,

0:45:42.160 --> 0:45:43.799
<v Speaker 1>Like we would have thought that you would have to use,

0:45:44.320 --> 0:45:47.319
<v Speaker 1>you know, a dozen or more other processors to get

0:45:47.360 --> 0:45:50.640
<v Speaker 1>this done, but you've managed to make a really elegant

0:45:50.680 --> 0:45:53.080
<v Speaker 1>solution to it. We're going to give you a bonus.

0:45:53.120 --> 0:45:55.600
<v Speaker 1>Here's an extra five grand. Yeah. And he was like

0:45:55.760 --> 0:45:59.880
<v Speaker 1>a uh yeah. And that friend was it was maybe

0:46:00.000 --> 0:46:02.200
<v Speaker 1>a little bit more responsible than I let on. Yeah,

0:46:02.200 --> 0:46:04.879
<v Speaker 1>there's this guy I know. I went to college with him.

0:46:04.880 --> 0:46:07.400
<v Speaker 1>He works for HP. His name is Steve. Wasn't he

0:46:07.560 --> 0:46:11.680
<v Speaker 1>really suff he made this thing? So? Yeah, wasn't he?

0:46:11.719 --> 0:46:16.880
<v Speaker 1>AC actually built the integrated circuit that was used in Breakout,

0:46:16.920 --> 0:46:19.239
<v Speaker 1>and Breakout was and it is still a great game.

0:46:19.560 --> 0:46:21.560
<v Speaker 1>It's another one of those that holds up. It really

0:46:21.600 --> 0:46:25.600
<v Speaker 1>does very challenging, great gameplay. It's still a challenge. And

0:46:25.640 --> 0:46:28.720
<v Speaker 1>then uh, and then as soon as this success hit Jobs,

0:46:28.719 --> 0:46:31.120
<v Speaker 1>he said, all right, guys, see you that he and

0:46:31.200 --> 0:46:34.200
<v Speaker 1>Wasniak and a person who was one of the um

0:46:34.640 --> 0:46:38.280
<v Speaker 1>developers over at Atari all go to form a little

0:46:38.280 --> 0:46:41.040
<v Speaker 1>company called Apple. That's right. It took them a couple

0:46:41.040 --> 0:46:43.960
<v Speaker 1>of years to get things going, but they of course

0:46:44.080 --> 0:46:47.120
<v Speaker 1>would end up kind of repeating the success that Attari

0:46:47.320 --> 0:46:49.960
<v Speaker 1>was seeing in the video game market with the personal

0:46:50.000 --> 0:46:54.560
<v Speaker 1>computer market. So in a way, you could think of

0:46:54.560 --> 0:46:57.840
<v Speaker 1>Atari as being at least partially responsible not just for

0:46:57.880 --> 0:47:02.280
<v Speaker 1>the video game industry, but also the personal computer industry,

0:47:02.360 --> 0:47:09.040
<v Speaker 1>because otherwise Jobs might not have had the the inspiration

0:47:09.080 --> 0:47:11.200
<v Speaker 1>in the capital to really go out and say, let's

0:47:11.239 --> 0:47:14.480
<v Speaker 1>do this thing. So it's kind of cool. Um Bushnell,

0:47:14.520 --> 0:47:18.719
<v Speaker 1>by the way, decides he is time, it's ready, he's

0:47:18.760 --> 0:47:21.279
<v Speaker 1>ready to cash out. Well, yeah, I mean one of

0:47:21.320 --> 0:47:24.360
<v Speaker 1>the problems was they had this great idea for the

0:47:24.440 --> 0:47:28.880
<v Speaker 1>vcs or what would become the AT and they couldn't

0:47:28.880 --> 0:47:31.640
<v Speaker 1>really fund it to the extent that they needed to

0:47:31.680 --> 0:47:34.680
<v Speaker 1>scale this thing, and so he wanted to cash out,

0:47:34.840 --> 0:47:39.680
<v Speaker 1>cash in and just have a little more uh backing basically,

0:47:40.200 --> 0:47:44.240
<v Speaker 1>and so he made the well, it's pretty interesting decision

0:47:44.239 --> 0:47:46.440
<v Speaker 1>in the long run to sell to warners. Yeah, he

0:47:46.520 --> 0:47:50.480
<v Speaker 1>sells to Warrant Communications for twenty eight million dollars. He

0:47:50.600 --> 0:47:53.200
<v Speaker 1>walks away with fifteen million of that. Yeah, and they

0:47:53.239 --> 0:47:55.120
<v Speaker 1>all of a sudden. Um. I saw an interview with

0:47:55.160 --> 0:47:57.919
<v Speaker 1>al Alcorn that was he was like, we had real

0:47:57.960 --> 0:47:59.839
<v Speaker 1>money in the bank for the first time. He said,

0:47:59.840 --> 0:48:04.680
<v Speaker 1>we had backing, and we had we felt safe. But um,

0:48:04.719 --> 0:48:08.840
<v Speaker 1>here's the problem. Atari was a a very fun company

0:48:08.880 --> 0:48:13.400
<v Speaker 1>to work for. Likely like have you seen Wolf of

0:48:13.440 --> 0:48:15.920
<v Speaker 1>Wall Street? Because I have a feeling that Atari was

0:48:16.160 --> 0:48:19.120
<v Speaker 1>really was. They said, Um, there were a lot of

0:48:19.239 --> 0:48:24.360
<v Speaker 1>marijuana smoking. They called an MRB session Marijuana Review board. Um.

0:48:24.440 --> 0:48:26.920
<v Speaker 1>He said. One of the developers in the interview that

0:48:26.960 --> 0:48:28.719
<v Speaker 1>I saw today said we basically sit around and get

0:48:28.800 --> 0:48:33.120
<v Speaker 1>high and brainstorm games. Um. They said it was the

0:48:33.200 --> 0:48:35.040
<v Speaker 1>day's for sexual harassment. There were a lot of people

0:48:35.080 --> 0:48:36.520
<v Speaker 1>going home with each other in the end of the night,

0:48:37.360 --> 0:48:39.680
<v Speaker 1>and then cocaine came onto the scene. Another thing to

0:48:39.719 --> 0:48:42.560
<v Speaker 1>think about is a lot of these game consoles, if

0:48:42.600 --> 0:48:45.359
<v Speaker 1>you or the different projects they have. If you look,

0:48:45.400 --> 0:48:48.760
<v Speaker 1>a lot of the the code names are women's names,

0:48:48.880 --> 0:48:51.440
<v Speaker 1>and according to most the interviews I've I've seen, the

0:48:51.960 --> 0:48:56.799
<v Speaker 1>names were picked from attractive ladies who were receptionists or

0:48:56.840 --> 0:49:01.760
<v Speaker 1>secretaries at Atari. Yeah. Really, you know, forward thinking, classy

0:49:01.880 --> 0:49:06.680
<v Speaker 1>type stuff. At any rate, you know, Warner Is, Well,

0:49:06.719 --> 0:49:09.400
<v Speaker 1>they changed everything. They're a big corporation. Yeah, that you

0:49:09.400 --> 0:49:11.719
<v Speaker 1>couldn't come and go as you pleased anymore. They would

0:49:11.719 --> 0:49:15.160
<v Speaker 1>talk about the way they dressed. Um, you were you know,

0:49:15.239 --> 0:49:17.440
<v Speaker 1>like I said, you were responsible for being there at

0:49:17.440 --> 0:49:19.359
<v Speaker 1>a certain time every day and leaving at a certain time.

0:49:19.400 --> 0:49:24.280
<v Speaker 1>And that did not fly with these creative startup minds. Yeah,

0:49:24.320 --> 0:49:28.160
<v Speaker 1>so it caused a lot of tension. Meanwhile, Bushnell would

0:49:28.200 --> 0:49:31.360
<v Speaker 1>go off to finally really work on a project he

0:49:31.360 --> 0:49:34.160
<v Speaker 1>had been thinking about since the early seventies, something that

0:49:34.200 --> 0:49:36.520
<v Speaker 1>he really wanted to do. He had this idea of

0:49:36.560 --> 0:49:40.239
<v Speaker 1>creating a destination for families to be like just a

0:49:40.360 --> 0:49:45.040
<v Speaker 1>money making machine, a pizza parlor where you would have

0:49:45.280 --> 0:49:49.640
<v Speaker 1>entertainment and electronic games and other like Midway style games,

0:49:49.880 --> 0:49:52.120
<v Speaker 1>and it would just be a license to print money

0:49:52.280 --> 0:49:55.800
<v Speaker 1>and that, my friends, is how Chucky Cheese was born. Yeah,

0:49:55.880 --> 0:49:58.040
<v Speaker 1>and he um. I saw the interview with Dabney where

0:49:58.040 --> 0:49:59.520
<v Speaker 1>he was talking to him about it at first in

0:49:59.560 --> 0:50:03.759
<v Speaker 1>Dabney and was like, the pizzas crappy, and in here

0:50:03.800 --> 0:50:06.440
<v Speaker 1>it's like, well, I needed to be loud and the

0:50:06.480 --> 0:50:09.239
<v Speaker 1>pizza just has to be mediocre at best. And you

0:50:09.320 --> 0:50:12.120
<v Speaker 1>know what, he was right because the pizza was never

0:50:12.160 --> 0:50:15.000
<v Speaker 1>good and every one of us loved that place. I

0:50:15.080 --> 0:50:17.600
<v Speaker 1>want I want to do an episode at some point.

0:50:17.840 --> 0:50:19.640
<v Speaker 1>Looking I don't know if I can do it because

0:50:19.680 --> 0:50:21.480
<v Speaker 1>I don't know if it really falls into tech stuff,

0:50:21.520 --> 0:50:23.839
<v Speaker 1>but I would love to do the story of Chuck

0:50:23.880 --> 0:50:28.320
<v Speaker 1>E Cheese and Showbiz Pizza. I grew up knowing Showbiz Pizza,

0:50:28.360 --> 0:50:33.760
<v Speaker 1>not Chuck E Cheese. I remember, I remember Showbiz Pizza specifically. Um.

0:50:33.800 --> 0:50:36.600
<v Speaker 1>And if you think the two are kind of similar

0:50:36.640 --> 0:50:38.720
<v Speaker 1>and you were wondering, I mean, granted they both belonged

0:50:38.760 --> 0:50:41.160
<v Speaker 1>to the same entity now, but if you thought the

0:50:41.160 --> 0:50:43.520
<v Speaker 1>two were kind of similar, it's because the creators of

0:50:43.560 --> 0:50:47.239
<v Speaker 1>Showbiz Pizza originally worked on the Chuck E Cheese and

0:50:47.239 --> 0:50:49.879
<v Speaker 1>then there was a falling out in a split, so

0:50:50.040 --> 0:50:53.360
<v Speaker 1>there was another one in Atlanta called Sergeant Singers. Oh yeah,

0:50:53.440 --> 0:50:57.759
<v Speaker 1>Oh my gosh, I totally for yeah. And I had

0:50:58.000 --> 0:51:01.560
<v Speaker 1>a little quick side story here. When I was like twelve,

0:51:02.360 --> 0:51:05.879
<v Speaker 1>the new it might have been Showbiz actually opened up

0:51:06.360 --> 0:51:09.200
<v Speaker 1>and for their grand opening they had an invitation only

0:51:09.239 --> 0:51:12.000
<v Speaker 1>thing that somehow my dad was an elementary school principle

0:51:12.080 --> 0:51:15.520
<v Speaker 1>that got an invitation to this and UH to come

0:51:15.560 --> 0:51:18.640
<v Speaker 1>with his kids. And you basically walk in and everything

0:51:18.680 --> 0:51:21.399
<v Speaker 1>was free that night. Wow, so free food. They gave

0:51:21.440 --> 0:51:24.319
<v Speaker 1>you the sackfuls of tokens anytime you wanted them, and

0:51:24.360 --> 0:51:26.759
<v Speaker 1>it was literally stands out as one of the best

0:51:26.880 --> 0:51:29.719
<v Speaker 1>nights of my childhood. I still remember it to this

0:51:29.800 --> 0:51:31.520
<v Speaker 1>day as being like one of the most fun things

0:51:31.520 --> 0:51:33.160
<v Speaker 1>I've ever done. I could see that, I mean that

0:51:33.200 --> 0:51:36.600
<v Speaker 1>would that would be a dream come true. A free man.

0:51:36.719 --> 0:51:39.760
<v Speaker 1>It's crazy. It blew my mind. Well, we have talked

0:51:39.920 --> 0:51:42.279
<v Speaker 1>for a long time. We've got a lot more to cover,

0:51:42.440 --> 0:51:44.799
<v Speaker 1>but in order to do that, we're going to end here.

0:51:44.880 --> 0:51:46.839
<v Speaker 1>I'm calling it now. I'm looking at the time. It's

0:51:46.880 --> 0:51:49.799
<v Speaker 1>over fifty minutes already, so wow, tease it right before

0:51:49.800 --> 0:51:52.440
<v Speaker 1>the release of the I know, we gotta have a

0:51:52.440 --> 0:51:55.000
<v Speaker 1>reason for people to come back next week. You get

0:51:55.000 --> 0:51:57.200
<v Speaker 1>really good. Yeah, we've got tons more to talk about.

0:51:57.239 --> 0:52:00.640
<v Speaker 1>I mean, we haven't even left the seventies yet, and

0:52:01.160 --> 0:52:04.600
<v Speaker 1>trust me, like we've got some drama coming up with

0:52:05.000 --> 0:52:07.120
<v Speaker 1>the rise and fall of the video game industry as

0:52:07.160 --> 0:52:11.920
<v Speaker 1>a whole, not to mention the crazy corporate shuffling of

0:52:11.960 --> 0:52:15.040
<v Speaker 1>the Atari brand, which is kind of heartbreaking, but we

0:52:15.200 --> 0:52:17.520
<v Speaker 1>will we'll address that too. And we've got more to

0:52:17.560 --> 0:52:21.040
<v Speaker 1>talk about as far as just the greatest Attari games ever,

0:52:21.160 --> 0:52:23.480
<v Speaker 1>the worst Atari games ever, the ones that you and

0:52:23.520 --> 0:52:26.480
<v Speaker 1>I both played with your kids, and our our reflection

0:52:26.560 --> 0:52:28.960
<v Speaker 1>on that. So make sure you tune in for that. Remember,

0:52:29.000 --> 0:52:32.919
<v Speaker 1>if you have any suggestions for future episodes, just send

0:52:32.920 --> 0:52:35.719
<v Speaker 1>me a message tech Stuff at how stuffworks dot com

0:52:35.800 --> 0:52:38.680
<v Speaker 1>is my email. Drop me a line on Twitter or

0:52:38.800 --> 0:52:41.920
<v Speaker 1>Facebook or tumbler. It's tech stuff h s W at

0:52:42.000 --> 0:52:44.839
<v Speaker 1>all three of those. Remember to check out Chuck's work

0:52:45.000 --> 0:52:48.279
<v Speaker 1>on stuff you should know. Yeah, the Pinball episode that

0:52:48.480 --> 0:52:52.040
<v Speaker 1>my interest. Folks listening to this one, sweet, I'll definitely

0:52:52.120 --> 0:52:55.239
<v Speaker 1>tune in for that. Pinball is one of my great passions.

0:52:55.520 --> 0:52:57.640
<v Speaker 1>I can't wait to go to the Pinball Museum in

0:52:57.760 --> 0:53:02.240
<v Speaker 1>Vegas and just lose myself well, that wraps this up. Guys.

0:53:02.360 --> 0:53:08.560
<v Speaker 1>We will talk to you again. Releases for more on

0:53:08.680 --> 0:53:11.120
<v Speaker 1>this and thousands of other topics, because it has stuff

0:53:11.160 --> 0:53:21.520
<v Speaker 1>works dot com