WEBVTT - TechStuff Classic: The Full Motion Video Era - The Arcade

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan strick Lind. I'm an executive producer with I Heart

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<v Speaker 1>Radio and I love all things tech. It is time

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<v Speaker 1>for a classic episode. This episode originally published on July

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<v Speaker 1>two thousand fourteen. It is titled The Full Motion Video

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<v Speaker 1>Era The Arcade. So this is part one of a

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<v Speaker 1>two part series. The first part I talked about full

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<v Speaker 1>motion video games as games that have actual live action

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<v Speaker 1>video content incorporated into them, and this is obviously the

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<v Speaker 1>arcade version of that. And this is one of those

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<v Speaker 1>topics where I really feel like I need to bring

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<v Speaker 1>a guest on for an update. I would love to

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<v Speaker 1>get Justin McElroy of the McIlroy Brothers on because he

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<v Speaker 1>is a full motion video fan through and through, and

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<v Speaker 1>I think his ex pertise would be invaluable. But let's

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<v Speaker 1>listen in to this classic episode. So if you ever

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<v Speaker 1>played the old Asteroids arcade game, everything with these these

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<v Speaker 1>very simple shapes, Yeah you're talking about dots are lines? Yeah, exactly,

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<v Speaker 1>That's that's what vector graphics are. They're based on geometry.

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<v Speaker 1>You define end points and then you have little lines

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<v Speaker 1>drawn between those end points, so it's kind of like

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<v Speaker 1>think of it like, uh uh, you know, connect the dots.

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<v Speaker 1>That's essentially what you're talking about, but in a in

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<v Speaker 1>a graphics format, so it's pixels instead of you know,

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<v Speaker 1>a solid black line from a pencil or something. Sure,

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<v Speaker 1>and all of that being less graphically impressive perhaps than

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<v Speaker 1>things like in the case of Zork. You know, your

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<v Speaker 1>rich imagination opening entire star fields for you, right, you

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<v Speaker 1>could have any sort of description in a text based one,

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<v Speaker 1>and technically the graphics are only limited by your imagination,

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<v Speaker 1>I guess. But vector graphics, you know, they have their

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<v Speaker 1>their charms. The old old Star Wars arcade game where

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<v Speaker 1>you had little vector graphics tie fighters coming at you

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<v Speaker 1>still one of my favorite arcade games of all time.

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<v Speaker 1>And it also had the benefit of not taking up

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<v Speaker 1>too much processing power. It didn't require, you know, a

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<v Speaker 1>chunky graphics card in order for it to produce these

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<v Speaker 1>pretty simple graphics. Well, that's the whole thing with graphics

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<v Speaker 1>is that they take so much disk space and processing power,

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<v Speaker 1>and that is a problem that some of these FMV

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<v Speaker 1>games that we are going to start talking about ran

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<v Speaker 1>into really hard, yeah, really really hard so so next

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<v Speaker 1>we have sprites. So sprites, of course not a type

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<v Speaker 1>of soft drink in this case. No, also not a

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<v Speaker 1>whimsical mythological creature. No, though a sprite could be a

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<v Speaker 1>whimsical mythological creature within the context of a video game.

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<v Speaker 1>But you could have a sprite of a sprite. Yes, exactly,

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<v Speaker 1>you could have a sprite of a sprite. So it's

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<v Speaker 1>a two dimensional animation that's integrated into a larger scene

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<v Speaker 1>that can move around that larger scene completely independently, and

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<v Speaker 1>it doesn't require you to re render that background. So

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<v Speaker 1>I think of this kind of like a like a

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<v Speaker 1>play because I'm a theater geek. But if you think

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<v Speaker 1>of a play, you know, like you have a play

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<v Speaker 1>with a set, and the actors can move all around

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<v Speaker 1>that set because that doesn't move the set, doesn't move

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<v Speaker 1>the setually unless something kind of terrible it's gone on

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<v Speaker 1>in that case that's an exception, But in an ideal

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<v Speaker 1>situation when it's not supposed to move, it stays. But

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<v Speaker 1>you can also think of it as maybe like a

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<v Speaker 1>magnet on a fridge or or a color form. Yeah, exactly,

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<v Speaker 1>you can move this this one independent piece around without

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<v Speaker 1>affecting everything else, and that meant that you only had

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<v Speaker 1>to render the background the one time and then a

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<v Speaker 1>little two D animated character that's the only thing you're

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<v Speaker 1>really concentrating on. So it didn't require too much processing

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<v Speaker 1>power to develop once we started getting into that, although

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<v Speaker 1>the early ones were limited as to the number of

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<v Speaker 1>sprites that could be processed on screen at the same time,

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<v Speaker 1>you haven't here. The Atari hundred only had five, yeah,

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<v Speaker 1>five moving graphical objects on screen at a time. So

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<v Speaker 1>if you're thinking of like I don't know, Donkey Kong Jr.

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<v Speaker 1>And you're playing as the main character, you know, in

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<v Speaker 1>the Arcade version, you had all these little bitty uh

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<v Speaker 1>platforms that could go up and down and things like that,

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<v Speaker 1>or monsters that could grab you. And there really wasn't

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<v Speaker 1>too much of a limit because the hardware there was

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<v Speaker 1>just huge, Yeah, and it was just meant to play

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<v Speaker 1>that game right. On the Atari twenty six hundred, which

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<v Speaker 1>had much more strict limitations on what the processor could do,

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<v Speaker 1>you had at most five moving graphical objects on screen

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<v Speaker 1>at any given time. One of the examples we could

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<v Speaker 1>give of that, besides the one I just mentioned as

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<v Speaker 1>Super Mario Brothers and Nintendo game. Now that that one

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<v Speaker 1>had obviously a greater capacity for moving objects. It wasn't

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<v Speaker 1>limited to the Attar twenty model. But that is another

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<v Speaker 1>example of a video game you sprites. Now, there is

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<v Speaker 1>one other type that I can mentioned really quickly, which

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<v Speaker 1>are video games that us three dimensional models. But that

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<v Speaker 1>goes that's that's after full motion video. So three dimensional

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<v Speaker 1>models very common today, but we're not going to talk

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<v Speaker 1>about that because we're really focusing on fm vs. So

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<v Speaker 1>what is it. It's when you have recorded up some

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<v Speaker 1>sort of video. Whether it is live action, it can

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<v Speaker 1>be animated, doesn't matter, um, but it is recorded and

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<v Speaker 1>plays back as part of the video game experience. Some

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<v Speaker 1>people refer to games that were really really super heavy

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<v Speaker 1>on fm V as interactive movies. Because here's the thing.

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<v Speaker 1>If I record something ahead of time and then I

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<v Speaker 1>present it to somebody, that person is not going to

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<v Speaker 1>have a whole lot of say in what happens. Yeah,

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<v Speaker 1>you've got a limited amount of interactivity that can happen

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<v Speaker 1>when right, it's already it's already gone. Yeah, exactly. So

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<v Speaker 1>if I were to have a kind of a choose

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<v Speaker 1>your own adventure game, let's say it that way, because

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<v Speaker 1>that's a that's a perfect example of something I would

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<v Speaker 1>work with this. But choose your own adventure books, same

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<v Speaker 1>sort of thing. Right, You're limited to the choices that

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<v Speaker 1>the book lays out, and you're limited to the to

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<v Speaker 1>the consequences, which for me invariably involved dying. I had

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<v Speaker 1>to hold my finger back on a previous page and say,

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<v Speaker 1>all right, I want to try a different way. Now.

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<v Speaker 1>I have a whole series of bookmarks whenever I have

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<v Speaker 1>a choose you an adventure. But I always resent resented

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<v Speaker 1>the ones where you would get to the point where

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<v Speaker 1>you either choice that you had presented to you would

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<v Speaker 1>result in your death and you think, no, now I

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<v Speaker 1>have to go back to spots. Oh no, that's my favorite.

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<v Speaker 1>It's it's the branching thing. But that's what a full

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<v Speaker 1>motion video game, I mean, like a serious FMV video

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<v Speaker 1>game was like all right, And I think that when

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<v Speaker 1>most people think of full motion video games, they are

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<v Speaker 1>thinking of live action video Yeah. But but some of them,

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<v Speaker 1>as we will discuss, yeah, are actually in fact the

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<v Speaker 1>earliest ones, well not the earliest, but some of the

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<v Speaker 1>earliest ones really had a lot of animation involved. Yeah,

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<v Speaker 1>and most of these games use optical disc technology, either

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<v Speaker 1>CDs or laser discs. And although I think that the

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<v Speaker 1>production on laser discs, the research for today right went

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<v Speaker 1>back to the nineteen fifties, they weren't really a commercial

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<v Speaker 1>format until the nineteen seventies. Uh, and even then they

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<v Speaker 1>weren't really very much of a commercial format. I mean,

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<v Speaker 1>even even in the nineteen eighties when you started to

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<v Speaker 1>really get into the home theater world, laser disc was

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<v Speaker 1>one of those things that that cool person with way

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<v Speaker 1>more money than you had, uh, they owned one, but

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<v Speaker 1>you did not. Um. I mean I remember going to

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<v Speaker 1>parties with with my family. My parents would take me

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<v Speaker 1>to some party with some other science fiction or fantasy authors,

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<v Speaker 1>throwing a weird bash, and they happen to have a

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<v Speaker 1>laser disc, and they would put on a laser disc

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<v Speaker 1>of one of these full motion video games where it

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<v Speaker 1>would just play out the game as if you were

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<v Speaker 1>making all the right choices, so that you could actually

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<v Speaker 1>see it from start to finish, and you really did

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<v Speaker 1>watch it like a movie. It wasn't even interactive at

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<v Speaker 1>that point. It was just a movie. And then at

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<v Speaker 1>the end it would show you all the wrong choices

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<v Speaker 1>and all the consequences thereof. But anyway, the the effect

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<v Speaker 1>of fm V was really impressive because it allowed for

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<v Speaker 1>much much more intense, realistic graphics, sometimes, like we said,

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<v Speaker 1>live action video, which was a huge difference from the

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<v Speaker 1>state of the art in vector and sprite graphics. So

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<v Speaker 1>you know, if you were to go into a video

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<v Speaker 1>game arcade, we used to have those back in the day. Kids,

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<v Speaker 1>If you were to go into an arcade and you

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<v Speaker 1>saw something like pac Man, which would look impressive next

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<v Speaker 1>to something like Asteroids, but then you saw Dragon's Layer,

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<v Speaker 1>you think this game must come from the future because

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<v Speaker 1>look at it compared to these other games. I need

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<v Speaker 1>to put my quarters in that thing, even though it's

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<v Speaker 1>twice as many quarters as any of the other machines

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<v Speaker 1>in this room. So yeah, the but the idea here

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<v Speaker 1>is that that not only did we have this incredible

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<v Speaker 1>graphical interface, this this this gorgeous display of whether it

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<v Speaker 1>was video or you know, live video or animation, it

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<v Speaker 1>also meant that, like we said, you had that you

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<v Speaker 1>had to give up some interactivity. And so there was

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<v Speaker 1>this constant battle between what is what's the right balance

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<v Speaker 1>where should we have an interactive element versus a you know,

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<v Speaker 1>a really dramatic element. We'll be talking about that throughout

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<v Speaker 1>the rest of this show. Sure, And and creating game

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<v Speaker 1>design around that sort of problem is probably tricky for

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<v Speaker 1>the for the best of game designers. And I'm not

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<v Speaker 1>going to say for the record that all of the

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<v Speaker 1>best game designers were always working on these problems. It's

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<v Speaker 1>a hard thing. And also game designers perhaps are not

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<v Speaker 1>known for their video production quality. Yes, it's also an

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<v Speaker 1>important thing to remember that, you know, someone who can

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<v Speaker 1>make a good game may not be someone who can

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<v Speaker 1>direct a compelling sequence, right, So that's hard, y'all, Yeah,

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<v Speaker 1>especially if you're talking about using live actors who you know,

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<v Speaker 1>the nice thing about animated characters, if you don't like

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<v Speaker 1>their performance, you can throw them away. That's what that's.

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<v Speaker 1>That's paraphrasing what Hitchcock said about Disney. The Disney was

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<v Speaker 1>fortunate that if he was displeased with the performance, he

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<v Speaker 1>could just crumple it up and throw it away, whereas

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<v Speaker 1>Hitchcock was somewhat limited by the law on what he

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<v Speaker 1>could do. It's I think he did a little bit

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<v Speaker 1>of that here and there anyway, but certainly psychologically that's

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<v Speaker 1>a totally different episode. We'll be back with more about

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<v Speaker 1>full motion video in just a moment, but first let's

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<v Speaker 1>take a quick break. So we're going to talk Now

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<v Speaker 1>that's a text stuff episode and probably not. We can

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<v Speaker 1>talk about some actual examples, including the earliest one I

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<v Speaker 1>could find. Now I'm not saying this is the first

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<v Speaker 1>f m V. Let's call it video amusement, because that's

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<v Speaker 1>what they refer to it as, or at least one

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<v Speaker 1>of the historical sites I visited refers to it as

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<v Speaker 1>a video amusement. You wouldn't really call it a game necessarily,

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<v Speaker 1>but it was came out towards the end of one

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<v Speaker 1>or the beginning of nineteen eight two, and it's called

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<v Speaker 1>quarter horse, quarter horror, quarter horse because you'd give it quarters,

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<v Speaker 1>that'd be part of it, but it's also because it

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<v Speaker 1>would be a quarter horse race, So it was a

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<v Speaker 1>horse race game. So imagine that you walk up to

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<v Speaker 1>an arcade. It's got two screens on it. One screen

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<v Speaker 1>has like the video betting stuff on it, and it

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<v Speaker 1>gives you like the odds of all the different horses

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<v Speaker 1>that are going to run next race, and so you

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<v Speaker 1>can choose which horse you want to bet on. You

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<v Speaker 1>can put how many credits you bet on that particular horse,

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<v Speaker 1>and then once you're ready to go, you place the bet,

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<v Speaker 1>and then you hear that that all that that, and

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<v Speaker 1>they show the video of an actual horse race that

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<v Speaker 1>happened in the past, and then one of the horses wins,

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<v Speaker 1>and you find out whether or not one of the

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<v Speaker 1>horses you you bet on one, and if you did win,

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<v Speaker 1>you get more credits. I don't know that it actually

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<v Speaker 1>paid out, so I don't know if you ever could

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<v Speaker 1>really like win money off this thing, or if it

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<v Speaker 1>was simply credits that you can play with. So in

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<v Speaker 1>other words, you just keep playing the game until you're

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<v Speaker 1>out of credits. I'm not sure if I amused is

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<v Speaker 1>the correct word to attach to video in this case,

0:12:05.160 --> 0:12:07.959
<v Speaker 1>it's a video something yeah something, I mean, maybe I'm

0:12:08.000 --> 0:12:12.320
<v Speaker 1>not maybe I share yeah exactly. So you might first say, well,

0:12:12.360 --> 0:12:14.839
<v Speaker 1>wait a minute, if it's if it's video of an

0:12:14.840 --> 0:12:19.120
<v Speaker 1>actual horse race, how do you not know which horse wins?

0:12:19.160 --> 0:12:21.439
<v Speaker 1>And the way that works out is that they would

0:12:21.440 --> 0:12:25.280
<v Speaker 1>assign different names to the horses that were in the race,

0:12:25.760 --> 0:12:28.280
<v Speaker 1>so and it would change each time, so so you

0:12:28.320 --> 0:12:31.240
<v Speaker 1>wouldn't know that, you know, the horse with the jockey

0:12:31.280 --> 0:12:34.440
<v Speaker 1>on it that's you know, wearing the little red outfit.

0:12:34.520 --> 0:12:36.760
<v Speaker 1>You wouldn't know what his name was. So unless you're

0:12:36.760 --> 0:12:41.000
<v Speaker 1>a very serious horse race afficionado, it wouldn't even matter.

0:12:41.120 --> 0:12:42.600
<v Speaker 1>I mean, it would all be based on the odds,

0:12:42.679 --> 0:12:44.439
<v Speaker 1>because what the way the scheme was supposed to work

0:12:44.480 --> 0:12:46.760
<v Speaker 1>was it would actually look at the odds for any

0:12:46.840 --> 0:12:51.080
<v Speaker 1>given horse, simulate a race, and then say, all right,

0:12:51.400 --> 0:12:54.760
<v Speaker 1>here's who won. And sometimes the long shot wins. You know,

0:12:54.880 --> 0:12:57.680
<v Speaker 1>that's the funny thing about statistics. Okay, alright, so so

0:12:57.720 --> 0:13:00.600
<v Speaker 1>it's not it's not whoever won literally in the video.

0:13:01.160 --> 0:13:04.720
<v Speaker 1>It's okay, it's an algorithm in the yeah, exactly exactly,

0:13:04.760 --> 0:13:08.120
<v Speaker 1>so that you know the horse's identities, where in fact

0:13:08.160 --> 0:13:11.440
<v Speaker 1>the video was superfluous. The video doesn't matter. Really. What

0:13:11.480 --> 0:13:14.240
<v Speaker 1>you're doing is you're betting on statistics. So you're sitting

0:13:14.280 --> 0:13:16.520
<v Speaker 1>you're kind of betting on a on a random roll

0:13:16.520 --> 0:13:19.080
<v Speaker 1>of the dice in a in a sense, and you say,

0:13:19.120 --> 0:13:20.679
<v Speaker 1>I bet that the dice are going to come up

0:13:20.720 --> 0:13:23.360
<v Speaker 1>like this, which you know sounds kind of crazy when

0:13:23.400 --> 0:13:25.840
<v Speaker 1>you first described like that, except you realize that the

0:13:25.840 --> 0:13:30.800
<v Speaker 1>game craps is all about that concept. So at any rate,

0:13:30.840 --> 0:13:33.240
<v Speaker 1>this was the first example I could find of a

0:13:33.320 --> 0:13:37.160
<v Speaker 1>video amusement you seeing fm V. The next one is

0:13:37.200 --> 0:13:40.160
<v Speaker 1>probably the most famous f m V. I've already referred

0:13:40.160 --> 0:13:42.439
<v Speaker 1>to it once in this podcast. Yeah, it came out

0:13:42.960 --> 0:13:47.560
<v Speaker 1>and it is Dragon's Layer. Yeah, Dragon's Layer from Cinematronics. Uh. Now,

0:13:47.600 --> 0:13:51.040
<v Speaker 1>this was created with animation from Don Bluth, who was

0:13:51.080 --> 0:13:54.240
<v Speaker 1>a former Disney animator. I want to say Oliver and

0:13:54.320 --> 0:13:56.680
<v Speaker 1>Company was one of his, but he also did the

0:13:56.679 --> 0:13:59.679
<v Speaker 1>five Old movies, the five of those west Um and

0:14:00.280 --> 0:14:03.320
<v Speaker 1>Secrets and them I think as well, So he he

0:14:03.440 --> 0:14:05.680
<v Speaker 1>was the guy who did all the animation for this.

0:14:05.760 --> 0:14:10.640
<v Speaker 1>You play as Dark the Daring a night in shining armor,

0:14:11.320 --> 0:14:15.640
<v Speaker 1>and you're rescuing the Princess Daphne, who is in a

0:14:15.679 --> 0:14:19.640
<v Speaker 1>teeny tiny little outfit. This, this game probably didn't do

0:14:19.680 --> 0:14:24.080
<v Speaker 1>a whole lot for you know, the portrayals, portrayal of

0:14:24.120 --> 0:14:26.760
<v Speaker 1>women in video games. Yeah, I think several of the

0:14:26.800 --> 0:14:30.080
<v Speaker 1>things on our list didn't do a whole lot. Yeah,

0:14:30.280 --> 0:14:34.120
<v Speaker 1>we're gonna cover some more that are a little to

0:14:34.360 --> 0:14:41.160
<v Speaker 1>varying degrees of being upsetting and nineties yeah and today.

0:14:41.360 --> 0:14:45.600
<v Speaker 1>So anyway, Yeah, this this gameplay was limited to a

0:14:45.680 --> 0:14:48.920
<v Speaker 1>joystick and button where you would have prompts on the

0:14:48.920 --> 0:14:51.480
<v Speaker 1>screen and you would have to hit the joystick in

0:14:51.480 --> 0:14:53.200
<v Speaker 1>the right direction or press the button at the right

0:14:53.200 --> 0:14:56.520
<v Speaker 1>time in order for you to progress in the story.

0:14:56.800 --> 0:14:58.640
<v Speaker 1>So you can think of it in a sense as

0:14:58.760 --> 0:15:01.720
<v Speaker 1>every little segment is a chapter break on like you

0:15:01.760 --> 0:15:04.320
<v Speaker 1>know a DVD, and this is a laser disc game.

0:15:04.400 --> 0:15:07.160
<v Speaker 1>It was on laser disc. And if you hit the

0:15:07.280 --> 0:15:09.720
<v Speaker 1>right button on your on your remote control on your

0:15:09.760 --> 0:15:11.840
<v Speaker 1>DVD player, you get to watch the next part of

0:15:11.840 --> 0:15:14.120
<v Speaker 1>the movie. And if you hit the wrong button, it stops.

0:15:14.440 --> 0:15:17.000
<v Speaker 1>That's essentially what this was, except that the you know,

0:15:17.000 --> 0:15:19.160
<v Speaker 1>you had four buttons as in the four directions of

0:15:19.160 --> 0:15:22.440
<v Speaker 1>your joystick and then the actual button buttons. So five buttons.

0:15:22.480 --> 0:15:27.200
<v Speaker 1>Total exciting stuff, right, And um, I've actually seen some

0:15:27.320 --> 0:15:29.840
<v Speaker 1>versions of this where they had the prompts turned off,

0:15:30.200 --> 0:15:34.040
<v Speaker 1>so you had to have memorized it. Yeah, totally not fair.

0:15:34.640 --> 0:15:36.600
<v Speaker 1>I don't know how you can just watch something with

0:15:36.680 --> 0:15:38.560
<v Speaker 1>no prompts and say, oh, I bet I'm supposed to

0:15:38.600 --> 0:15:41.800
<v Speaker 1>hit left right now. Um. But anyway, that was the

0:15:41.800 --> 0:15:46.240
<v Speaker 1>basics for dragons Layer. Uh. And again you could only

0:15:46.320 --> 0:15:50.200
<v Speaker 1>do the actions when the prompts came up. You couldn't

0:15:50.680 --> 0:15:53.400
<v Speaker 1>swing your sword at any given time. You couldn't make

0:15:53.480 --> 0:15:55.280
<v Speaker 1>Dirk run to the left or run to the right,

0:15:55.720 --> 0:15:58.680
<v Speaker 1>because all of that had already been animated, So you

0:15:58.720 --> 0:16:02.440
<v Speaker 1>can't you can't control something that's already been set down. However,

0:16:02.480 --> 0:16:04.680
<v Speaker 1>it did allow those graphics, as you said before, to

0:16:04.720 --> 0:16:07.360
<v Speaker 1>be very impressive for the time. Yeah, and the story

0:16:07.400 --> 0:16:11.120
<v Speaker 1>itself was, you know, this kind of cute ce fantasy story.

0:16:11.280 --> 0:16:13.800
<v Speaker 1>So it had a lot of appeal. And it certainly

0:16:13.840 --> 0:16:15.320
<v Speaker 1>was one of those things that if you saw someone

0:16:15.360 --> 0:16:17.760
<v Speaker 1>who was really good at this, like they had memorized

0:16:17.800 --> 0:16:19.880
<v Speaker 1>the sequence and they were they were able to get

0:16:19.920 --> 0:16:23.680
<v Speaker 1>really far. It wasn't entertaining to watch. I. You know,

0:16:23.720 --> 0:16:25.960
<v Speaker 1>I could never get past a single screen in this game,

0:16:26.000 --> 0:16:28.320
<v Speaker 1>so I never really got into it. But then I

0:16:28.360 --> 0:16:31.040
<v Speaker 1>was also fairly young back in nine three. It did

0:16:31.080 --> 0:16:34.760
<v Speaker 1>happen once upon time, folks, now you being young. Yes,

0:16:35.320 --> 0:16:39.560
<v Speaker 1>Also in three Ballely, NFL football came out. Yep, same

0:16:39.600 --> 0:16:43.520
<v Speaker 1>thing as uh in a sense as the horse racing game,

0:16:43.560 --> 0:16:46.840
<v Speaker 1>and that they took footage from an actual football game,

0:16:47.080 --> 0:16:51.120
<v Speaker 1>Raiders versus Chargers, And that was what you got to

0:16:51.160 --> 0:16:55.160
<v Speaker 1>watch as plays were carried out and you played the

0:16:55.160 --> 0:16:57.480
<v Speaker 1>part of a coach, So in other words, you're not

0:16:57.520 --> 0:17:01.840
<v Speaker 1>controlling any football players, but based upon where your team is,

0:17:01.920 --> 0:17:04.400
<v Speaker 1>like whether they're on offense or defense, you would pick

0:17:04.440 --> 0:17:07.080
<v Speaker 1>the plays that they would do next exactly. So you

0:17:07.080 --> 0:17:09.560
<v Speaker 1>would say, all right, well, based upon this position and

0:17:09.600 --> 0:17:12.080
<v Speaker 1>based upon the players I have, I want this play

0:17:12.200 --> 0:17:14.879
<v Speaker 1>to come next, and then you choose the play, and

0:17:14.920 --> 0:17:16.920
<v Speaker 1>then you'd get a little video of one of the

0:17:16.960 --> 0:17:20.200
<v Speaker 1>plays being carried out, and then you have another choice

0:17:20.200 --> 0:17:23.879
<v Speaker 1>to make afterwards, either either you continue or you know,

0:17:24.040 --> 0:17:27.119
<v Speaker 1>there might be a turnover whatever. But there was something

0:17:27.119 --> 0:17:30.240
<v Speaker 1>like eight hundred different video combinations for the whole game,

0:17:30.760 --> 0:17:33.640
<v Speaker 1>because they used all these different film segments that could

0:17:33.680 --> 0:17:37.840
<v Speaker 1>be interchanged based upon whichever play you had selected, and

0:17:37.840 --> 0:17:41.200
<v Speaker 1>then it would show you the right uh, the right

0:17:41.320 --> 0:17:45.200
<v Speaker 1>video play. And it was also supposed to really take

0:17:45.240 --> 0:17:48.560
<v Speaker 1>into account statistics as well, so in other words, you

0:17:48.600 --> 0:17:53.000
<v Speaker 1>couldn't just memorize a working strategy and play it and

0:17:53.000 --> 0:17:55.400
<v Speaker 1>and impress all your friends, say watch this, and then

0:17:55.400 --> 0:17:57.040
<v Speaker 1>you just do the exact because if you did the

0:17:57.040 --> 0:18:02.480
<v Speaker 1>exact same pathway, you might have some time different. Yeah. Um. Also,

0:18:02.600 --> 0:18:06.480
<v Speaker 1>these early ones were not on optical disc technology, were they.

0:18:06.640 --> 0:18:09.760
<v Speaker 1>This one in particular, was not The Dragonslayer was on

0:18:09.760 --> 0:18:13.000
<v Speaker 1>a laser disc, but but bally nfl is on a

0:18:13.200 --> 0:18:18.320
<v Speaker 1>video disc, also known as a capacitance electronic disc or CEED.

0:18:18.560 --> 0:18:22.280
<v Speaker 1>Now these used a needle to read that they actually

0:18:22.280 --> 0:18:26.080
<v Speaker 1>were grooved like a record, the vinyl record. Ask your parents,

0:18:26.600 --> 0:18:28.680
<v Speaker 1>actually those are back, now, are they are? They are

0:18:29.280 --> 0:18:31.800
<v Speaker 1>all the hipster kids like them? Yeah, all right, that's fair.

0:18:31.920 --> 0:18:35.480
<v Speaker 1>I never stopped liking them. That makes me even more hipster.

0:18:36.920 --> 0:18:40.240
<v Speaker 1>Or them before they were cool. Yeah, but I like

0:18:40.320 --> 0:18:42.160
<v Speaker 1>them when they were cool, and then when they weren't cool,

0:18:42.200 --> 0:18:45.359
<v Speaker 1>and when they were cool again. But a capacitance electronic disc.

0:18:45.440 --> 0:18:47.400
<v Speaker 1>I also had one of those, or my family did

0:18:47.400 --> 0:18:49.280
<v Speaker 1>when I was a kid. Uh. We had one that

0:18:49.359 --> 0:18:52.159
<v Speaker 1>was a video player. Wasn't a video game, just a

0:18:52.240 --> 0:18:54.520
<v Speaker 1>video player. And I remember we had Singing in the

0:18:54.600 --> 0:18:57.000
<v Speaker 1>Rain and Raiders Raiders of the Lost Arc as two

0:18:57.000 --> 0:19:00.760
<v Speaker 1>of the movies that would play on this thing. Um. Again,

0:19:00.920 --> 0:19:03.480
<v Speaker 1>very similar to laser disc in the sense that whatever's

0:19:03.520 --> 0:19:07.480
<v Speaker 1>on the disc obviously can't change it's read only, so

0:19:07.680 --> 0:19:11.439
<v Speaker 1>it was it was a different way of achieving the

0:19:11.480 --> 0:19:17.520
<v Speaker 1>same goal. Then we get Space Ace. That was another

0:19:17.680 --> 0:19:20.600
<v Speaker 1>Don Bluth game, another cinematronic Don Bluth game. You played

0:19:20.600 --> 0:19:23.159
<v Speaker 1>as Ace, who, at the beginning of the game, before

0:19:23.200 --> 0:19:26.040
<v Speaker 1>anything bad happens, is a big, old, brawny you know,

0:19:26.240 --> 0:19:31.400
<v Speaker 1>Flash Gordon style space faring adventurer type uh. And then

0:19:31.480 --> 0:19:36.359
<v Speaker 1>there's a bad guy named Commander Bof Bof who shoots

0:19:36.440 --> 0:19:40.240
<v Speaker 1>him with a an infanto ray and turns him into

0:19:40.359 --> 0:19:45.400
<v Speaker 1>a a adolescent as squeaky voiced, scrawny adolescent, and then

0:19:45.440 --> 0:19:48.280
<v Speaker 1>he has to rescue his girlfriend. Yes, and occasionally he

0:19:48.359 --> 0:19:51.800
<v Speaker 1>could transform back, at least briefly, into Ace. This one

0:19:51.880 --> 0:19:56.480
<v Speaker 1>actually had some interesting inner activity in the sense that

0:19:56.560 --> 0:20:00.000
<v Speaker 1>you could choose to become Ace and then move through

0:20:00.200 --> 0:20:02.760
<v Speaker 1>a level, or you could choose to remain the scrawny

0:20:02.760 --> 0:20:05.880
<v Speaker 1>guy and move through a level. But depending upon whether

0:20:05.920 --> 0:20:07.840
<v Speaker 1>you were a sort of the scrawny guy, you had

0:20:08.040 --> 0:20:11.199
<v Speaker 1>very different strategies. Uh, strategies in the sense of you

0:20:11.200 --> 0:20:14.040
<v Speaker 1>know what prompts you hit when. But Ace obviously would

0:20:14.119 --> 0:20:17.600
<v Speaker 1>charge headlong into danger, whereas the scrawny version of him

0:20:17.600 --> 0:20:20.879
<v Speaker 1>going to figure out ways around. Yeah, exactly, But again

0:20:21.040 --> 0:20:24.000
<v Speaker 1>you were limited to whatever had been pre recorded. Just

0:20:24.080 --> 0:20:26.960
<v Speaker 1>like the other versions. It was faster paced than Dragon's Lair,

0:20:27.040 --> 0:20:29.480
<v Speaker 1>so a lot of people said it was even more

0:20:29.560 --> 0:20:32.359
<v Speaker 1>challenging since I never got anywhere with Dragon's Lair. I

0:20:32.359 --> 0:20:35.639
<v Speaker 1>didn't even bother with spaces, but I I admired the animation.

0:20:36.440 --> 0:20:39.520
<v Speaker 1>And then, Uh, the next one I have is one

0:20:39.560 --> 0:20:41.920
<v Speaker 1>I never saw. I didn't even know it existed until

0:20:41.960 --> 0:20:45.800
<v Speaker 1>I looked into it on online and I tried watching

0:20:45.800 --> 0:20:48.639
<v Speaker 1>a video of it, and it was baffling. It's called

0:20:48.800 --> 0:20:52.680
<v Speaker 1>bad Lands. This one was from Konami yep, and it's

0:20:52.720 --> 0:20:55.600
<v Speaker 1>Western themed, as you would imagine with that title. You

0:20:55.600 --> 0:20:58.800
<v Speaker 1>played as Buck, who was a cowboy whose family had

0:20:58.800 --> 0:21:02.679
<v Speaker 1>been murdered by bad guy, so you're on a revenge mission.

0:21:03.600 --> 0:21:05.880
<v Speaker 1>And it was done in a style that looked very

0:21:05.960 --> 0:21:09.960
<v Speaker 1>much like um uh enemey you know. Uh. Back when

0:21:09.960 --> 0:21:12.960
<v Speaker 1>I was when I would have played this, uh, it

0:21:12.960 --> 0:21:16.000
<v Speaker 1>would have been an interesting experience at a science fiction

0:21:16.000 --> 0:21:18.080
<v Speaker 1>convention because I could see this fitting right next to

0:21:18.119 --> 0:21:23.520
<v Speaker 1>the anime room. It's so evocative of that style. But

0:21:24.720 --> 0:21:27.159
<v Speaker 1>it had a single control, which was a giant button,

0:21:28.160 --> 0:21:31.080
<v Speaker 1>just just one button, and you had to hit that

0:21:31.119 --> 0:21:33.520
<v Speaker 1>button exactly when you needed to. And this one didn't

0:21:33.560 --> 0:21:36.320
<v Speaker 1>have prompts and no, you just had to know when

0:21:36.320 --> 0:21:37.920
<v Speaker 1>to hit it. And if you hit it too early,

0:21:38.000 --> 0:21:39.720
<v Speaker 1>you died, and if you hit it too late, you died.

0:21:40.080 --> 0:21:44.160
<v Speaker 1>If you didn't hit it at all, you died. Yeah,

0:21:44.280 --> 0:21:46.800
<v Speaker 1>So it was a weird you know, like like if

0:21:46.840 --> 0:21:50.399
<v Speaker 1>you faced off against a gunfighter and the gunfighter hadn't

0:21:50.400 --> 0:21:53.119
<v Speaker 1>started to draw yet and you fired your gun, you

0:21:53.320 --> 0:21:55.359
<v Speaker 1>the game would you would lose a life because you

0:21:55.480 --> 0:21:59.640
<v Speaker 1>had broken the law. You could only fire after they

0:21:59.640 --> 0:22:02.320
<v Speaker 1>had to draw, but before they pull the trigger. So

0:22:02.400 --> 0:22:05.639
<v Speaker 1>it was that really you know, delicate timing that you

0:22:05.640 --> 0:22:07.679
<v Speaker 1>had to have. And again it was just the one button,

0:22:08.160 --> 0:22:11.200
<v Speaker 1>so no joystick or anything on this thing. I've watched

0:22:11.240 --> 0:22:13.440
<v Speaker 1>some play throughs of it and I couldn't tell what

0:22:13.480 --> 0:22:15.840
<v Speaker 1>was going on because it looked like there was no

0:22:15.920 --> 0:22:19.439
<v Speaker 1>transition between one scene and the next. There was a

0:22:19.560 --> 0:22:22.000
<v Speaker 1>moment literally the guy was in the street in an

0:22:22.040 --> 0:22:26.399
<v Speaker 1>old western town. He uh shoots just in time to

0:22:26.720 --> 0:22:29.320
<v Speaker 1>avoid getting hit by a guy who's up on a

0:22:29.480 --> 0:22:32.560
<v Speaker 1>on a like on a second story floor, shooting through

0:22:32.560 --> 0:22:35.400
<v Speaker 1>a window, and then the next sequence he's riding through

0:22:35.480 --> 0:22:39.240
<v Speaker 1>the desert on a horse and avoiding rattlesnakes, and there

0:22:39.280 --> 0:22:42.000
<v Speaker 1>was no transition between the two, like there's no just

0:22:42.080 --> 0:22:44.840
<v Speaker 1>shooting guy riding on a horse. Yeah, exactly, like, now

0:22:44.920 --> 0:22:47.280
<v Speaker 1>the town is no longer there, He's just in the

0:22:47.280 --> 0:22:49.159
<v Speaker 1>middle of the desert. And I can't tell if that

0:22:49.280 --> 0:22:52.080
<v Speaker 1>was just the way the video had been edited, or

0:22:52.119 --> 0:22:56.880
<v Speaker 1>if that, in fact was surrealism exactly like, like, well,

0:22:57.080 --> 0:22:59.920
<v Speaker 1>you know what, life is weird, and sometimes you can't

0:23:00.080 --> 0:23:03.520
<v Speaker 1>blame their causality is not necessarily at at play in

0:23:03.560 --> 0:23:07.880
<v Speaker 1>this universe. Sometimes towns turn into snakes. That's true. Sometimes

0:23:07.960 --> 0:23:10.600
<v Speaker 1>they do. Warning for all of you, just words of

0:23:10.600 --> 0:23:13.359
<v Speaker 1>wisdom to live by. Other games that came out in

0:23:14.040 --> 0:23:18.520
<v Speaker 1>four You've got Ninja Hayatai, which I could be completely

0:23:18.520 --> 0:23:22.800
<v Speaker 1>wrong in the pronunciation of that uh. Eshes are ron Melia,

0:23:24.280 --> 0:23:29.480
<v Speaker 1>Cobra Command that was way, and Thayer's Quest uh, and

0:23:29.520 --> 0:23:33.560
<v Speaker 1>all of them were essentially interactive animated movies. Cobra Command

0:23:33.640 --> 0:23:36.280
<v Speaker 1>was interesting. It was a helicopter game and it actually

0:23:36.280 --> 0:23:39.240
<v Speaker 1>had vector graphics on top of the video that you

0:23:39.280 --> 0:23:42.280
<v Speaker 1>were watching, where you have a little vector graphics cross

0:23:42.320 --> 0:23:44.800
<v Speaker 1>hairs that you can actually move around the screen, which

0:23:44.880 --> 0:23:47.760
<v Speaker 1>was way more interactive than some of these other games.

0:23:47.840 --> 0:23:50.560
<v Speaker 1>I mean, you were still like, you know, the enemies

0:23:50.560 --> 0:23:54.920
<v Speaker 1>could only come at you from preordained uh spots. But

0:23:54.960 --> 0:23:58.360
<v Speaker 1>I mean, I suppose technically it's not that different from

0:23:58.440 --> 0:24:02.560
<v Speaker 1>it's not from an algorithm that's building it as you go. Yeah,

0:24:02.600 --> 0:24:03.720
<v Speaker 1>I mean, there are a lot of a lot of

0:24:03.800 --> 0:24:07.480
<v Speaker 1>video games, like especially classic video games, rely on patterns,

0:24:07.520 --> 0:24:09.600
<v Speaker 1>and if you recognize the patterns, then you can be

0:24:09.680 --> 0:24:12.159
<v Speaker 1>really good at those games, right Yeah, And Super Mario Brothers.

0:24:12.160 --> 0:24:15.240
<v Speaker 1>There's gumbas only come when does it gonna come? Exactly?

0:24:15.240 --> 0:24:18.000
<v Speaker 1>They never come differently, Donkey Kong, same thing. You know,

0:24:18.480 --> 0:24:20.240
<v Speaker 1>all those sort of things where you you once you

0:24:20.280 --> 0:24:23.960
<v Speaker 1>recognize the pattern, you can start to uh Exploits probably

0:24:23.960 --> 0:24:26.080
<v Speaker 1>the wrong word, but you can. You can anticipate and

0:24:26.119 --> 0:24:28.280
<v Speaker 1>react and and make sure that you are in the

0:24:28.359 --> 0:24:31.840
<v Speaker 1>right position all the time. Um. But it was interesting

0:24:31.880 --> 0:24:34.800
<v Speaker 1>that it had a little more interactivity. Then there was

0:24:35.080 --> 0:24:39.560
<v Speaker 1>Casino Strip, which was a card game with the live

0:24:39.600 --> 0:24:42.560
<v Speaker 1>action video segments of various quote unquote strippers who had

0:24:42.560 --> 0:24:47.680
<v Speaker 1>shed clothing as you played. I don't know how far

0:24:48.480 --> 0:24:51.200
<v Speaker 1>this game would go. And this is arcade game, folks,

0:24:51.240 --> 0:24:53.880
<v Speaker 1>This is not I'm not talking about a computer game.

0:24:54.280 --> 0:24:57.600
<v Speaker 1>This was a cabinet that had two monitors. One monitor

0:24:57.680 --> 0:24:59.639
<v Speaker 1>is your card hand and the other monitor, which is

0:24:59.680 --> 0:25:04.320
<v Speaker 1>abu of the first one. So it's yeah, yeah, so

0:25:04.359 --> 0:25:07.480
<v Speaker 1>you have the live action models up there. Um, I

0:25:07.480 --> 0:25:11.880
<v Speaker 1>would imagine, since this would probably be in some stinny

0:25:12.080 --> 0:25:14.760
<v Speaker 1>public venue, that maybe it didn't get any more racy

0:25:14.840 --> 0:25:18.720
<v Speaker 1>than say underclothes, sure sure, or you know, possibly even

0:25:18.720 --> 0:25:21.679
<v Speaker 1>that it was sold mostly to say casinos or some

0:25:21.760 --> 0:25:25.280
<v Speaker 1>other adult entertainment venues. Yeah, I don't know if you,

0:25:25.440 --> 0:25:29.119
<v Speaker 1>if you in fact have played casino strip or own one,

0:25:29.880 --> 0:25:32.480
<v Speaker 1>you can let us know how far did this thing go.

0:25:32.920 --> 0:25:36.320
<v Speaker 1>I honestly did not want to research further because I

0:25:36.400 --> 0:25:40.119
<v Speaker 1>was at work, and there's there are limitations that I

0:25:40.160 --> 0:25:43.480
<v Speaker 1>have upon me that I placed upon myself. I should say. Yeah. Now,

0:25:43.720 --> 0:25:45.800
<v Speaker 1>although if you look at any of our search histories,

0:25:45.840 --> 0:25:49.000
<v Speaker 1>I'm sure that um yeah, I don't think any of

0:25:49.080 --> 0:25:52.040
<v Speaker 1>us come out squeaky clean, just based upon the stuff

0:25:52.040 --> 0:25:54.240
<v Speaker 1>we talked about. I mean, certainly Robert and Julie are

0:25:54.240 --> 0:25:56.360
<v Speaker 1>probably in a lot of trouble somewhere. You know, they

0:25:56.440 --> 0:26:01.520
<v Speaker 1>lead the way. So nine that was kind of like

0:26:01.560 --> 0:26:05.240
<v Speaker 1>the first rush of FMV games. But after that it

0:26:05.320 --> 0:26:07.600
<v Speaker 1>started to die down a little bit, partly because these

0:26:07.600 --> 0:26:09.840
<v Speaker 1>things are really hard to make. I mean, it's it's

0:26:09.840 --> 0:26:12.800
<v Speaker 1>a lot of pre production to get all the different

0:26:12.840 --> 0:26:14.760
<v Speaker 1>sequences and then to lay it out so that it

0:26:14.800 --> 0:26:17.280
<v Speaker 1>actually becomes a game. It's you know, you would think

0:26:17.320 --> 0:26:19.520
<v Speaker 1>that being able to build a video game with all

0:26:19.520 --> 0:26:23.960
<v Speaker 1>those assets and not having to program in the to

0:26:24.119 --> 0:26:26.720
<v Speaker 1>code in the animation for everything that needed to happen

0:26:26.760 --> 0:26:29.480
<v Speaker 1>would be a shortcut, but it's not. It's a lot

0:26:29.520 --> 0:26:33.160
<v Speaker 1>of production. Anyone who's ever done any production animation obviously

0:26:33.200 --> 0:26:36.399
<v Speaker 1>takes a really long time because it's a very arduous process.

0:26:37.040 --> 0:26:39.760
<v Speaker 1>But Lauren and I can tell you from shooting video

0:26:40.400 --> 0:26:42.680
<v Speaker 1>that a video you see online that may take to

0:26:43.040 --> 0:26:46.439
<v Speaker 1>three minutes can sometimes be forty five minutes to an

0:26:46.480 --> 0:26:49.320
<v Speaker 1>hour to to make, sometimes longer depending upon how how

0:26:49.480 --> 0:26:52.080
<v Speaker 1>complex it is. Oh sure, the day that we dropped

0:26:52.080 --> 0:26:55.240
<v Speaker 1>blood on me in the studio, fake blood. Nonetheless, I

0:26:55.240 --> 0:26:58.119
<v Speaker 1>had that videos. She took four hours for four and

0:26:58.119 --> 0:27:00.960
<v Speaker 1>a half minute video. So how long were you covered

0:27:01.000 --> 0:27:04.840
<v Speaker 1>in sticky fake blood? Basically the entire four hours. So yeah,

0:27:04.880 --> 0:27:06.359
<v Speaker 1>if you guys don't know what we're talking about, you

0:27:06.359 --> 0:27:08.840
<v Speaker 1>need to look at brain Stuff. Yeah, brain Stuff show

0:27:08.880 --> 0:27:12.080
<v Speaker 1>dot com. It's a whole video series where lots of

0:27:12.119 --> 0:27:15.359
<v Speaker 1>your favorite health stuff works, folks go on on video

0:27:15.480 --> 0:27:18.920
<v Speaker 1>and explain different concepts. Yeah, this was blood for science. Yeah,

0:27:19.040 --> 0:27:21.879
<v Speaker 1>so it was you know, we weren't just dumping blood

0:27:21.880 --> 0:27:24.680
<v Speaker 1>on her. That that was That was the excuse. I mean,

0:27:25.119 --> 0:27:27.359
<v Speaker 1>we were talking. But anyway, anyway, we don't want to

0:27:27.359 --> 0:27:30.880
<v Speaker 1>spoil everything. Go check it out. Yes, um so. So, yeah,

0:27:31.240 --> 0:27:35.080
<v Speaker 1>we didn't see a lot more until the nineteen nineties,

0:27:35.600 --> 0:27:38.800
<v Speaker 1>although for for perspective, here was the year that that

0:27:38.840 --> 0:27:42.560
<v Speaker 1>guidelines were laid out for the creation of data CDs. Previously,

0:27:42.920 --> 0:27:48.640
<v Speaker 1>compact disc format was a solely audio data format and so,

0:27:48.720 --> 0:27:50.800
<v Speaker 1>um so, that's when Phillips and the other kids who

0:27:50.800 --> 0:27:53.160
<v Speaker 1>are working on developing that kind of thing started getting

0:27:53.160 --> 0:27:57.120
<v Speaker 1>into full data, getting video in there and uh so,

0:27:57.240 --> 0:27:59.919
<v Speaker 1>and began the very slow process of that being an

0:28:00.000 --> 0:28:04.120
<v Speaker 1>adopted as a commercial format. Right for the home consumer,

0:28:04.240 --> 0:28:06.840
<v Speaker 1>if you wanted to do something like this, uh, and

0:28:07.080 --> 0:28:10.560
<v Speaker 1>you're using an old PC, you'd be limited to uh

0:28:10.640 --> 0:28:13.440
<v Speaker 1>floppy disks, and floppy disk could only hold a very

0:28:13.480 --> 0:28:16.600
<v Speaker 1>tiny amount of video data. Video data is data hungry,

0:28:16.800 --> 0:28:19.520
<v Speaker 1>which is why those optical laser discs were ideal for it.

0:28:19.520 --> 0:28:22.439
<v Speaker 1>They could store a lot more information than say a

0:28:22.560 --> 0:28:25.679
<v Speaker 1>hard coded processor, because that's what most arcade games are.

0:28:25.720 --> 0:28:28.440
<v Speaker 1>They have a hard coded ROM chip, which is read

0:28:28.480 --> 0:28:31.240
<v Speaker 1>only memory. Most of them have one of those hard

0:28:31.280 --> 0:28:35.080
<v Speaker 1>coded ROM chips as part of a uh an entire

0:28:35.400 --> 0:28:37.760
<v Speaker 1>slide that goes right into the arcade machine. And some

0:28:37.800 --> 0:28:40.040
<v Speaker 1>of them you can swap out for other games. Other times,

0:28:40.120 --> 0:28:42.200
<v Speaker 1>you know, you've got a cabinet that's just dedicated to

0:28:42.200 --> 0:28:44.040
<v Speaker 1>a game and that's all you've got. You know, you

0:28:44.040 --> 0:28:45.880
<v Speaker 1>would have to essentially rebuild it if you wanted to

0:28:45.880 --> 0:28:48.760
<v Speaker 1>put anything else in there. We're gonna take a quick break,

0:28:48.960 --> 0:28:59.720
<v Speaker 1>but will be right back. So yeah, very much under

0:29:00.040 --> 0:29:03.080
<v Speaker 1>heavy limitations. And it wasn't until we started getting to

0:29:03.120 --> 0:29:06.440
<v Speaker 1>this point where you could theoretically create a compact disc

0:29:06.480 --> 0:29:07.880
<v Speaker 1>that would have video on it, and even then to

0:29:08.000 --> 0:29:11.400
<v Speaker 1>take a few years. Meanwhile, we get up to and

0:29:11.440 --> 0:29:14.200
<v Speaker 1>that's when full motion video games started to make kind

0:29:14.280 --> 0:29:17.920
<v Speaker 1>of a comeback, mostly due to a company called American

0:29:18.240 --> 0:29:23.040
<v Speaker 1>Laser Games, which were they released in game called mad

0:29:23.080 --> 0:29:28.120
<v Speaker 1>Dog McCree, and this one was a live action video Yep, Cowboys, yep,

0:29:28.320 --> 0:29:31.960
<v Speaker 1>good old uh shooting bad guys. You had a gradually

0:29:32.040 --> 0:29:36.400
<v Speaker 1>o prospector who was mostly the narrator, which by the way,

0:29:36.440 --> 0:29:39.120
<v Speaker 1>if you were not fast enough, he would get shot

0:29:39.720 --> 0:29:42.440
<v Speaker 1>and you would lose the benefit of having the grizzly

0:29:42.480 --> 0:29:45.080
<v Speaker 1>old narrator help you along the way. It was one

0:29:45.080 --> 0:29:47.040
<v Speaker 1>of those games where if you did well, you got

0:29:47.160 --> 0:29:49.320
<v Speaker 1>hints on how to progress, and if you didn't have

0:29:49.400 --> 0:29:52.320
<v Speaker 1>those hints, it would make the game much more difficult

0:29:52.400 --> 0:29:56.520
<v Speaker 1>to to go through. But the concept was that you

0:29:56.560 --> 0:30:01.959
<v Speaker 1>are playing a cowboy known only as Strange and you

0:30:02.040 --> 0:30:06.280
<v Speaker 1>have to rescue the mayor's daughter, which standard issue right

0:30:06.440 --> 0:30:09.600
<v Speaker 1>once again, the damsel in distress. You're the big, brawny

0:30:09.640 --> 0:30:12.720
<v Speaker 1>hero going to rescue her. You had a gun controllers. Yes,

0:30:12.920 --> 0:30:15.560
<v Speaker 1>it was a light gun, so in fact that this

0:30:15.560 --> 0:30:17.200
<v Speaker 1>one was a little different from the ones that was

0:30:17.280 --> 0:30:20.560
<v Speaker 1>just a button or a button in a in a joystick,

0:30:20.920 --> 0:30:23.680
<v Speaker 1>and this one you had a light gun, so it

0:30:23.680 --> 0:30:26.200
<v Speaker 1>would detect when you were pointing the gun at the

0:30:26.240 --> 0:30:28.360
<v Speaker 1>screen when you pull the trigger, and whether or not

0:30:28.360 --> 0:30:31.000
<v Speaker 1>it was pointing at the right position on the screen

0:30:31.080 --> 0:30:34.400
<v Speaker 1>for it to count as a hit. So the interactivity

0:30:34.440 --> 0:30:36.640
<v Speaker 1>was a little bit better in the sense that you're

0:30:36.760 --> 0:30:39.880
<v Speaker 1>actually doing stuff right. If you if you don't shoot

0:30:39.880 --> 0:30:43.240
<v Speaker 1>the right spun on the screen, you don't progress as

0:30:43.240 --> 0:30:45.760
<v Speaker 1>opposed to you know, just hit a direction and watch her.

0:30:47.200 --> 0:30:50.360
<v Speaker 1>So not that much different from other light gun games

0:30:50.360 --> 0:30:53.000
<v Speaker 1>that would follow things like House of the Dead or

0:30:53.160 --> 0:30:55.400
<v Speaker 1>Time Cops or any of those other light games that

0:30:55.400 --> 0:30:58.160
<v Speaker 1>would follow in the arcade um. And again, this is

0:30:58.200 --> 0:31:00.720
<v Speaker 1>one of those games where it differentiated self from the

0:31:00.760 --> 0:31:04.440
<v Speaker 1>home video game market, one by using live action and

0:31:04.520 --> 0:31:07.080
<v Speaker 1>two by the light gun. Uh. These are the things

0:31:07.080 --> 0:31:09.080
<v Speaker 1>that our kades were investing in because it was getting

0:31:09.120 --> 0:31:12.440
<v Speaker 1>harder and harder to compete against home video games systems

0:31:12.520 --> 0:31:16.400
<v Speaker 1>like the Nintendo system and the rising, the rising marketing

0:31:16.440 --> 0:31:20.600
<v Speaker 1>computer games. So how do you set yourself apart? Well,

0:31:20.720 --> 0:31:23.880
<v Speaker 1>let's get some hokey actors to play some live action cowboys.

0:31:24.080 --> 0:31:26.320
<v Speaker 1>The best actor in this, by the way, in my opinion,

0:31:26.400 --> 0:31:28.840
<v Speaker 1>was the guy who played the Undertaker. That that's the

0:31:28.880 --> 0:31:32.040
<v Speaker 1>character you would see every time you either got shot

0:31:32.320 --> 0:31:35.320
<v Speaker 1>or you shot a citizen um, you would either of

0:31:35.320 --> 0:31:37.720
<v Speaker 1>those things counted as the loss of a life, and

0:31:38.000 --> 0:31:40.120
<v Speaker 1>you would then have a little visit with the Undertaker,

0:31:40.160 --> 0:31:43.760
<v Speaker 1>who would say some sort of vaguely creepy and condescending

0:31:43.840 --> 0:31:46.520
<v Speaker 1>thing about your performance, and then you would continue on

0:31:46.560 --> 0:31:48.960
<v Speaker 1>then the game until you ran out of lives. Um,

0:31:49.080 --> 0:31:53.440
<v Speaker 1>vaguely creepy and condescending commentary from digital characters is one

0:31:53.480 --> 0:31:55.600
<v Speaker 1>of my favorite things about video games. You have to say,

0:31:55.720 --> 0:31:59.400
<v Speaker 1>so that's pretty quality. But yeah, American Laser Games made

0:31:59.440 --> 0:32:02.200
<v Speaker 1>a whole bunch of other stuff in the in the

0:32:02.280 --> 0:32:06.920
<v Speaker 1>relatively recent future from exactly um they did? They did?

0:32:06.960 --> 0:32:10.480
<v Speaker 1>Who shot Johnny Rock? Gangster? That was a gangster game,

0:32:10.640 --> 0:32:14.280
<v Speaker 1>an old style like gangster style game. Oh, none of

0:32:14.320 --> 0:32:17.720
<v Speaker 1>these new styles. No, not not gangsta. It wasn't gang star.

0:32:17.920 --> 0:32:22.680
<v Speaker 1>It was Gangster. Okay, Space Pirates, oddly enough, it was

0:32:22.840 --> 0:32:27.280
<v Speaker 1>about Home Shopping Network. It was actually sci Fi Pirates.

0:32:27.400 --> 0:32:31.760
<v Speaker 1>It was about Space Pirates. Okay. And and this and

0:32:31.800 --> 0:32:35.479
<v Speaker 1>this one cracks me up. Gallagher's gallery. Yeah, Now, are

0:32:35.520 --> 0:32:39.080
<v Speaker 1>you familiar with the comedic genius known as Gallagher? Not

0:32:39.200 --> 0:32:41.960
<v Speaker 1>the comedic genius known as Gallagher, but I'm aware of

0:32:42.000 --> 0:32:45.560
<v Speaker 1>a comedian known as Gallagher. I have had the pleasure

0:32:45.640 --> 0:32:48.960
<v Speaker 1>of meeting Gallagher. Yeah at ces because he's now like

0:32:49.080 --> 0:32:53.720
<v Speaker 1>gadgets commentator guy, did he smash anything in your presence?

0:32:53.720 --> 0:32:56.840
<v Speaker 1>He did not have the sledge oomatic with him, which

0:32:56.880 --> 0:32:59.440
<v Speaker 1>is probably for the best for everyone who was at CEES.

0:33:00.160 --> 0:33:01.800
<v Speaker 1>He may have had it in his room, he just

0:33:01.840 --> 0:33:04.040
<v Speaker 1>didn't bring it out on the show floor. It seems

0:33:04.040 --> 0:33:06.240
<v Speaker 1>like a bad place for it. But Gallagher, if you

0:33:06.280 --> 0:33:09.280
<v Speaker 1>do not know, he's a guy, he's known for two things.

0:33:09.680 --> 0:33:14.040
<v Speaker 1>Kind of silly sort of stream of consciousness, absurd humor,

0:33:14.360 --> 0:33:17.320
<v Speaker 1>like like just weird jokes about things like language, that

0:33:17.400 --> 0:33:20.240
<v Speaker 1>kind of stuff. And then also the sledge oomatic where

0:33:20.280 --> 0:33:24.080
<v Speaker 1>he would, uh, he would pitch a gigantic sledgehammer as

0:33:24.080 --> 0:33:27.520
<v Speaker 1>if it were a new consumer product that was only

0:33:27.560 --> 0:33:30.719
<v Speaker 1>good for destroying whatever it was put in front of it.

0:33:30.840 --> 0:33:32.840
<v Speaker 1>And usually it was end with a watermelon that was

0:33:32.880 --> 0:33:37.160
<v Speaker 1>the big one. And so Gallagher's gallery took advantage of

0:33:37.320 --> 0:33:44.840
<v Speaker 1>the stratospheric comedic genius of Gallagher. And you were playing

0:33:44.880 --> 0:33:47.760
<v Speaker 1>as a someone who was holding a toy gun it

0:33:47.800 --> 0:33:51.680
<v Speaker 1>wasn't supposed to be an actual gun um and firing

0:33:51.840 --> 0:33:54.720
<v Speaker 1>at various things that Gallagher wanted you to shoot. He

0:33:54.760 --> 0:33:56.960
<v Speaker 1>would actually prompt you, and you know, you'd see a

0:33:57.040 --> 0:33:59.280
<v Speaker 1>scene with a lot of stuff in it and you

0:33:59.320 --> 0:34:01.600
<v Speaker 1>were only supposed to shoot whatever it was Gallagher wanted

0:34:01.600 --> 0:34:05.520
<v Speaker 1>you to shoot and leave everything else alone. Ah makes

0:34:05.560 --> 0:34:07.760
<v Speaker 1>perfect sense. I really hope they do make a sequel

0:34:08.000 --> 0:34:11.280
<v Speaker 1>for the what I consider to be the spiritual successor

0:34:11.320 --> 0:34:16.759
<v Speaker 1>to Gallagher Carrot top Um. That would be probably. I

0:34:16.800 --> 0:34:19.400
<v Speaker 1>probably shouldn't even mention that it's probably. Yeah. If you

0:34:19.400 --> 0:34:22.000
<v Speaker 1>say his name three times, I think you're right. I

0:34:22.040 --> 0:34:24.160
<v Speaker 1>think you're right. I never I never look into the

0:34:24.160 --> 0:34:27.480
<v Speaker 1>mirror and say it um, so yeah again. All of

0:34:27.480 --> 0:34:30.040
<v Speaker 1>those games used a light gun as the controller. You

0:34:30.040 --> 0:34:32.960
<v Speaker 1>would have to reload your gun by aiming off screen

0:34:32.960 --> 0:34:35.239
<v Speaker 1>and pulling the trigger. I hear, by the way, if

0:34:35.239 --> 0:34:38.600
<v Speaker 1>you ever do encounter one of these old of games

0:34:38.600 --> 0:34:41.920
<v Speaker 1>from this company, that if you hold the light controller

0:34:42.000 --> 0:34:44.920
<v Speaker 1>gun upside down, I'm talking about the actual arcade games,

0:34:45.320 --> 0:34:48.000
<v Speaker 1>it will automatically reload whenever you pull the trigger, so

0:34:48.040 --> 0:34:50.600
<v Speaker 1>you don't have to aim off screen. Let us know

0:34:50.640 --> 0:34:53.799
<v Speaker 1>about this that that sounds important. One go try this

0:34:53.880 --> 0:34:56.200
<v Speaker 1>and write us in. So if you can just just

0:34:56.640 --> 0:34:58.640
<v Speaker 1>remember to hold the gun upside down the entire time

0:34:58.640 --> 0:35:01.319
<v Speaker 1>while firing. I have not tried this. I didn't know that.

0:35:01.360 --> 0:35:03.680
<v Speaker 1>I used to play this game, the Mad Dog McCree game,

0:35:03.760 --> 0:35:05.759
<v Speaker 1>all the time in the arcades, and I was pretty

0:35:05.800 --> 0:35:09.200
<v Speaker 1>good at it. I mean I could get about halfway through. Uh,

0:35:09.440 --> 0:35:12.000
<v Speaker 1>pretty good for me. I can get about halfway through

0:35:12.040 --> 0:35:15.640
<v Speaker 1>the game before I would have to continue. And once

0:35:15.640 --> 0:35:18.719
<v Speaker 1>I got about the halfway point, uh, it got the

0:35:18.719 --> 0:35:22.200
<v Speaker 1>difficulty wrapped up so quickly that I just said, hope. Yeah.

0:35:22.440 --> 0:35:24.680
<v Speaker 1>I've seen people play through it though, and it's probably

0:35:24.680 --> 0:35:28.720
<v Speaker 1>not that hard. It was just harder than I could handle. Uh.

0:35:28.760 --> 0:35:30.960
<v Speaker 1>These A bunch of these were also released for the

0:35:31.000 --> 0:35:34.239
<v Speaker 1>three d OH home game system when it did come

0:35:34.239 --> 0:35:39.120
<v Speaker 1>out in at the incredibly low price of six hundred

0:35:39.120 --> 0:35:42.880
<v Speaker 1>and nine nine dollars. Yeah, it was really expensive. I

0:35:42.920 --> 0:35:44.719
<v Speaker 1>think we might have mentioned it in one of our

0:35:44.760 --> 0:35:49.640
<v Speaker 1>console episodes. The three d O was an incredibly ambitious

0:35:49.800 --> 0:35:52.399
<v Speaker 1>game console. You can think of it as a predecessor

0:35:52.760 --> 0:35:55.799
<v Speaker 1>for things like the Xbox three sixty in the PlayStation

0:35:55.840 --> 0:35:59.440
<v Speaker 1>three and now the current generation of consoles as well.

0:35:59.760 --> 0:36:02.560
<v Speaker 1>And it was supposed to be an entertainment center as

0:36:02.600 --> 0:36:05.959
<v Speaker 1>well as a video game console. But it was also

0:36:06.080 --> 0:36:11.000
<v Speaker 1>so expensive and the games were not considered terribly um

0:36:11.840 --> 0:36:16.560
<v Speaker 1>compelling or or what's another word good, So it didn't

0:36:16.600 --> 0:36:20.120
<v Speaker 1>do so well. But yes, three d O was the

0:36:20.239 --> 0:36:25.040
<v Speaker 1>other market besides arcade machines. At this time. We see

0:36:25.040 --> 0:36:29.160
<v Speaker 1>another game called Time Traveler, and I played this one too.

0:36:29.360 --> 0:36:31.440
<v Speaker 1>I played a lot of crappy video games when I

0:36:31.520 --> 0:36:35.279
<v Speaker 1>was a kid. Um Time Traveler was a little bit

0:36:36.600 --> 0:36:38.440
<v Speaker 1>you know how I was talking about how the light

0:36:38.480 --> 0:36:40.919
<v Speaker 1>gun games set it apart from the home market Time

0:36:40.960 --> 0:36:44.520
<v Speaker 1>Traveler they also tried to set apart their their Arcade

0:36:44.560 --> 0:36:46.879
<v Speaker 1>Machine from what you could get from a home Mark

0:36:47.239 --> 0:36:50.920
<v Speaker 1>home computer game set up by having a quote unquote

0:36:51.000 --> 0:36:54.960
<v Speaker 1>holographic display. Now it wasn't a real holographic display. They

0:36:55.000 --> 0:36:58.520
<v Speaker 1>had a curved mirror and they used projection so that

0:36:58.640 --> 0:37:03.200
<v Speaker 1>it looked from your respective like the Yeah, they looked

0:37:03.239 --> 0:37:07.080
<v Speaker 1>like three dimensional holographic figures, kind of like the chess

0:37:07.120 --> 0:37:10.440
<v Speaker 1>pieces in Star Wars. So it looked like that was

0:37:10.480 --> 0:37:12.480
<v Speaker 1>what was going on, but it was really all trickery.

0:37:12.719 --> 0:37:15.880
<v Speaker 1>And because you know, you had to stand in a

0:37:15.920 --> 0:37:18.960
<v Speaker 1>certain place because that's where the controls were, they knew

0:37:19.000 --> 0:37:20.839
<v Speaker 1>where the player was going to be, so it made

0:37:20.840 --> 0:37:23.960
<v Speaker 1>it easier to design this game around that. It was

0:37:24.040 --> 0:37:26.359
<v Speaker 1>released by Sega. It was designed by Rick Dyer, who

0:37:26.400 --> 0:37:30.560
<v Speaker 1>was the guy who also designed Dragon's lair Um And uh, yeah,

0:37:30.600 --> 0:37:33.920
<v Speaker 1>it was you know, basic shoot him up game. You

0:37:33.920 --> 0:37:37.919
<v Speaker 1>played another Cowboy because that was really popular apparently, Yeah,

0:37:38.000 --> 0:37:41.320
<v Speaker 1>I don't remember cowboys paying that huge in the early nineties,

0:37:41.360 --> 0:37:43.160
<v Speaker 1>but I think for one thing, it just made a

0:37:43.280 --> 0:37:47.320
<v Speaker 1>compelling kind of protagonist to follow. His character was the

0:37:47.360 --> 0:37:52.279
<v Speaker 1>Marshall Graham. I don't think he was a Marshall does

0:37:52.320 --> 0:37:54.920
<v Speaker 1>His name was Marshall. His name was Marshall, and he

0:37:54.960 --> 0:37:59.080
<v Speaker 1>was fighting the evil scientist volcre Vocal, which is you know,

0:37:59.640 --> 0:38:04.239
<v Speaker 1>typic call of a Western Sorry it's Almos. It's almost

0:38:04.239 --> 0:38:07.640
<v Speaker 1>as good as Commander Um. But yeah. You had to

0:38:07.680 --> 0:38:10.360
<v Speaker 1>fight him through time, and time would be seven different

0:38:10.440 --> 0:38:13.120
<v Speaker 1>levels that were uh, dating all the way back to

0:38:13.239 --> 0:38:15.919
<v Speaker 1>prehistoric times to the future. You had some choice about

0:38:16.000 --> 0:38:19.799
<v Speaker 1>which era you would visit next um, and you could

0:38:19.800 --> 0:38:24.680
<v Speaker 1>get some interesting other elements to it, like time reversal cubes,

0:38:25.200 --> 0:38:27.680
<v Speaker 1>which would be something that we would see used in

0:38:27.680 --> 0:38:29.920
<v Speaker 1>in other formats and other games. The idea being that

0:38:30.280 --> 0:38:33.040
<v Speaker 1>you could actually reverse a small segment of time and

0:38:33.080 --> 0:38:35.840
<v Speaker 1>try a failed action again, rather than having to waste

0:38:35.840 --> 0:38:38.799
<v Speaker 1>an entire life and start the level over, like in

0:38:38.840 --> 0:38:42.480
<v Speaker 1>like in BioShock there's chambers there, yeah, or like in

0:38:42.600 --> 0:38:45.040
<v Speaker 1>a Prince of Persia Sends of Time, where you could

0:38:45.080 --> 0:38:48.840
<v Speaker 1>you could reverse the last few seconds the The goal

0:38:48.920 --> 0:38:50.960
<v Speaker 1>here was that, you know, you would have a whole

0:38:51.000 --> 0:38:55.160
<v Speaker 1>sequence of events that would unfold in video, and you

0:38:55.200 --> 0:38:57.480
<v Speaker 1>couldn't really just PLoP the player down in the middle

0:38:57.480 --> 0:39:00.680
<v Speaker 1>of it. You essentially you would have divided it up times,

0:39:00.760 --> 0:39:03.600
<v Speaker 1>just again like DVD chapters, and you couldn't just go

0:39:03.640 --> 0:39:05.680
<v Speaker 1>into the middle of a DVD chapter, You had to

0:39:05.719 --> 0:39:09.160
<v Speaker 1>go to the beginning. So this way it could rewind

0:39:09.200 --> 0:39:11.799
<v Speaker 1>it to a specific point within that little segment, as

0:39:11.800 --> 0:39:14.719
<v Speaker 1>opposed to having you play the whole segment over. Yeah. No,

0:39:15.040 --> 0:39:19.040
<v Speaker 1>especially since saved games were not a huge part of

0:39:19.080 --> 0:39:21.120
<v Speaker 1>the industry at this point in time, and this one

0:39:21.160 --> 0:39:23.359
<v Speaker 1>was an arcade game, so you were just stuck with,

0:39:23.400 --> 0:39:26.080
<v Speaker 1>you know, feeding more and more coins into this machine.

0:39:26.960 --> 0:39:30.759
<v Speaker 1>That's it for this classic episode of tech Stuff. I

0:39:30.760 --> 0:39:33.960
<v Speaker 1>hope you enjoyed it. We will have another one following

0:39:34.040 --> 0:39:36.880
<v Speaker 1>up next week where we talk about home gaming and

0:39:36.920 --> 0:39:41.880
<v Speaker 1>full motion video because man, what a special sub genre

0:39:42.120 --> 0:39:45.640
<v Speaker 1>of games. So if you have suggestions for topics you

0:39:45.640 --> 0:39:48.040
<v Speaker 1>would like me the cover in future episodes of tech Stuff,

0:39:48.080 --> 0:39:49.640
<v Speaker 1>reach out to me. The best way to do that

0:39:49.800 --> 0:39:52.239
<v Speaker 1>is on Twitter. The handle for the show is tech

0:39:52.320 --> 0:39:55.440
<v Speaker 1>Stuff h s W and I'll talk to you again.

0:39:56.280 --> 0:40:04.680
<v Speaker 1>Really soon. Text Stuff is an I heart Radio production.

0:40:04.920 --> 0:40:07.719
<v Speaker 1>For more podcasts from I heart Radio, visit the i

0:40:07.840 --> 0:40:11.080
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

0:40:11.120 --> 0:40:12.040
<v Speaker 1>your favorite shows.