WEBVTT - Tron: He Fights For the Users

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<v Speaker 1>Technology with tex Stuff from hat dot com. Hey there,

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<v Speaker 1>and welcome to tex Stuff. I am your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer at how Stuff Works. I'm really

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<v Speaker 1>excited to bring you this episode today. In nine d two,

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<v Speaker 1>Disney released a film unlike any other in the company's history,

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<v Speaker 1>And if you boil the story down to its basic themes,

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<v Speaker 1>it's really not that unusual. Right. You have a hero

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<v Speaker 1>who rises up against a tyrant of a villain and

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<v Speaker 1>helps a group of resistance fighters overcome oppression. Now, that

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<v Speaker 1>story has been told in numerous ways before and since,

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<v Speaker 1>but this particular version had some really interesting quirks to it.

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<v Speaker 1>The film was called Tron. Tron follows the story of

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<v Speaker 1>a character named Flynn, who is a video game designer

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<v Speaker 1>and hacker who once was the employee of a corporation

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<v Speaker 1>called InCom. One of Flynn's co workers named Dillinger, stole

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<v Speaker 1>Flynn's work and arranged Flynn's removal from the company and

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<v Speaker 1>covered it all up. Flynn plans a daring computer raid

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<v Speaker 1>on the company with the help of two of his

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<v Speaker 1>former co workers. His big goal is to uncover the

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<v Speaker 1>actual evidence that in fact, Dillinger stole Flynn's work, and

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<v Speaker 1>his big opponent in this raid is an artificial intelligent construct.

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<v Speaker 1>It's a piece of code. It's some software. It's called

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<v Speaker 1>the Master Control Program or m c P. Now, originally

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<v Speaker 1>that started out as a chess game, but it had

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<v Speaker 1>started to assimilate other programs into its own code and

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<v Speaker 1>systematically growing more powerful as a result. So imagine sort

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<v Speaker 1>of like the borg absorbing other entities to gain more strength.

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<v Speaker 1>That's kind of what the m c P is doing.

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<v Speaker 1>It gets more and more capability as it absorbs their programs.

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<v Speaker 1>So while Flynn is trying to break into Income's systems,

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<v Speaker 1>the m c P detects him and uses a laser

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<v Speaker 1>to convert Flynn into digital information and essentially upload him

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<v Speaker 1>to the computer. That pulls Flynn into the computer world

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<v Speaker 1>and their Flynn encounters programs and in the world of

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<v Speaker 1>the computer simulation or the computer environment. These programs have

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<v Speaker 1>the appearances of humans in this universe. They also resemble

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<v Speaker 1>their creators, whoever programmed them. One of those programs is Tron.

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<v Speaker 1>The name is short for Electronic. Tron is a security

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<v Speaker 1>program and is designed to keep an eye on the

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<v Speaker 1>m c P, but he also acts kind of like

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<v Speaker 1>a gladiator in various games that the m c P

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<v Speaker 1>forces programs to participate in, and as some people mentioned

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<v Speaker 1>within the context of the film, he fights for the users.

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<v Speaker 1>It's one of my favorite quotes from Tron. Users in

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<v Speaker 1>the Tron universe are sort of seen as like gods.

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<v Speaker 1>They are the creators, and the programs look to users

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<v Speaker 1>for guidance and for approval, and they have had all

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<v Speaker 1>communication cut off by the m c P, so they

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<v Speaker 1>wonder if the users are still out there. There's this

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<v Speaker 1>whole existential crisis going on in the world of Tron,

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<v Speaker 1>and that's an interesting piece of the mythology of the movie.

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<v Speaker 1>Flynn eventually, of course, helps bring down the m c

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<v Speaker 1>P and he escapes the computer world. He's also able

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<v Speaker 1>to prove that Dillinger stole his work, and he ends

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<v Speaker 1>up becoming the new head of Income as a result. Now,

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<v Speaker 1>the film was not a big success at the box office,

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<v Speaker 1>but it did find itself a cult following and also

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<v Speaker 1>had a profound impact on the way people would visualize cyberspace.

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<v Speaker 1>I would even say that you could see elements of

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<v Speaker 1>the design from Tron find its way into early implementations

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<v Speaker 1>of virtual reality. And the production of the film itself

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<v Speaker 1>relied heavily on some really innovative work from numerous people

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<v Speaker 1>in order for the film to actually come into being.

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<v Speaker 1>So Ramsey, the under producer, arranged for me to have

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<v Speaker 1>an interview with the writer and director of Tron, Stephen Liszburger.

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<v Speaker 1>What follows is our conversation about the technology he used

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<v Speaker 1>to create the movie, as well as his philosophy about

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<v Speaker 1>technology and stuff in general, really the things that informed

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<v Speaker 1>the creation of Tron. I hope you enjoy Stephen Listburger.

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<v Speaker 1>It is a pleasure to have you on the show.

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<v Speaker 1>Thank you for joining Tech Stuff my pleasure. Now before

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<v Speaker 1>we jump into Tron, and I've got a lot of

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<v Speaker 1>things to ask about for Tron. Uh, maybe my listeners

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<v Speaker 1>would probably appreciate understanding a little bit about your background

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<v Speaker 1>leading up to Tron. You had a background in animation

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<v Speaker 1>leading up to that. I come from the East Coast.

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<v Speaker 1>I was born in New York and went to college

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<v Speaker 1>in Boston at TOPS and went to the School of

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<v Speaker 1>the Museum of Fine Arts, where I studied film for

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<v Speaker 1>five years, including animation, and I had my own company

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<v Speaker 1>in Boston that did some live action, but primarily animation,

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<v Speaker 1>and uh, we eventually ended up with a studio on

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<v Speaker 1>the East Coast and went on the West coast. We're

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<v Speaker 1>and our biggest job was doing Animal Olympics for the

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<v Speaker 1>NBC television network, and during that we developed Tron and

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<v Speaker 1>then tried to do it independently, but we couldn't pull

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<v Speaker 1>it off, So we were fortunate enough to get in

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<v Speaker 1>business with Disney. Yeah. I imagine a project with the

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<v Speaker 1>scope of Tron would have been extremely challenging to pull

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<v Speaker 1>off without some some pretty major help. And I also

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<v Speaker 1>imagine that Disney's background in animation uh led to some

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<v Speaker 1>some aid when you guys were working on Tron, because

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<v Speaker 1>I don't know that people who have seen the film

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<v Speaker 1>are really aware how much actual hand drawn animation techniques

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<v Speaker 1>were incorporated. This was an era before computer graphics had

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<v Speaker 1>reached that digital age where you do everything you know

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<v Speaker 1>digitally on a computer and then you can just export

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<v Speaker 1>to a video file. This is way before all of that,

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<v Speaker 1>So I imagine Disney's involvement was somewhat helpful because that

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<v Speaker 1>was a studio that actually understood animation. Yeah, all of

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<v Speaker 1>that is true, And just to unpack that, um, if

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<v Speaker 1>we had tried to do it independently, I think it

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<v Speaker 1>would have we wouldn't have made it eventually. We would

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<v Speaker 1>have had to either go under or bring in someone

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<v Speaker 1>else because we were somewhat naive. We had an idea

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<v Speaker 1>how we would do it, but we in retrospect the

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<v Speaker 1>scale of it was something that none of us had

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<v Speaker 1>experienced with. On paper, we thought we could work it

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<v Speaker 1>all out. It added up and made sense. But when

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<v Speaker 1>we got into it at Disney, many times I thought,

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<v Speaker 1>I'm really glad we're here and not in any other

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<v Speaker 1>studio because, as you said, we we had. We had

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<v Speaker 1>hundreds and hundreds of thousands of pieces of artwork, um

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<v Speaker 1>put any into just the frame blow ups. Every individual

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<v Speaker 1>frame of the electronic World blown up shot in seventy

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<v Speaker 1>moment are blown up. They were when they were stacked up,

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<v Speaker 1>they filled two entire moving vans. I mean it was

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<v Speaker 1>tons and tons and tons of images and it it

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<v Speaker 1>didn't freak Disney out because they said, yeah, we're used

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<v Speaker 1>to handling millions of pieces of artwork. And in the end,

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<v Speaker 1>that was totally the strength production wise of the project

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<v Speaker 1>because we all of us working on it were familiar

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<v Speaker 1>with animation. Even the live action people had quite a

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<v Speaker 1>bit of experience and animation, so we sort of took

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<v Speaker 1>the best from live action, and then we turned the

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<v Speaker 1>whole live action movie into an animated movie. And once

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<v Speaker 1>it was at that level, you could treat it like

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<v Speaker 1>mass production. You could just keep multiplying the number of

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<v Speaker 1>teams working on the individual scenes, and and there was

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<v Speaker 1>a system there. We weren't reinventing the wheel. That system existed.

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<v Speaker 1>People knew how to do, you know, animated effects, and

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<v Speaker 1>how to work with these numbers of probably it had

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<v Speaker 1>to be over a million pieces in the end. And

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<v Speaker 1>the funny thing about it is how efficient it was,

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<v Speaker 1>because we ended up doing all of the special effects

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<v Speaker 1>in Tron one in half the time that it took

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<v Speaker 1>to do them in Tron too well, and and correct

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<v Speaker 1>me if I got this, get any of this wrong.

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<v Speaker 1>I want to see if I can kind of lay

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<v Speaker 1>out for my listeners sort of a general approach to

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<v Speaker 1>the electronic world sequences, which took up more almost an

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<v Speaker 1>entire hour of Toronto. I think about somewhere around the

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<v Speaker 1>realm of fifty three to fifty five minutes something like

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<v Speaker 1>that of a footage in this electronic world. So the

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<v Speaker 1>thing is there was an underlying template that I had

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<v Speaker 1>in mind, which is, you know, a sort of live

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<v Speaker 1>action short at the beginning then followed by an animated

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<v Speaker 1>movie is what Disney used to make. And you know

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<v Speaker 1>they always did that with their live action films and

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<v Speaker 1>animated and live or live and animated, and so that

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<v Speaker 1>combination is what I was going for. You know, it's

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<v Speaker 1>sort of a it's it's kind of an animated feature

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<v Speaker 1>in terms of that length of about seventy minutes, with

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<v Speaker 1>the live action being kind of a short at the beginning.

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<v Speaker 1>So and the way that would work out, like you said,

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<v Speaker 1>you shot on seventy millimeter in large each frame. Because

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<v Speaker 1>to remind my listeners, some of whom are are too

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<v Speaker 1>young to really remember the days of film, it's really funny,

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<v Speaker 1>you know, once time moves on and people forget about

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<v Speaker 1>how difficult it was in the past. It's a little

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<v Speaker 1>bit like the next generation doesn't really care how difficult

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<v Speaker 1>it was before. And you know, there was no way

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<v Speaker 1>to composite film if you that was efficient, if you

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<v Speaker 1>did effects and you had characters and you had a

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<v Speaker 1>fantasy background, there really was no good way to put

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<v Speaker 1>all of this together. Blue screen existed, but I've shot

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<v Speaker 1>blue screen, and you know, if if you had at

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<v Speaker 1>the time, if you had twenty or fifty blue screen

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<v Speaker 1>shots in the film, that was a lot. Well, we

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<v Speaker 1>had nine composite shots that we had to do, nine

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<v Speaker 1>shots that had you and beings in worlds that didn't exist,

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<v Speaker 1>plus their costumes who were supposed to be glowing. And

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<v Speaker 1>there was no digital compositing. You couldn't even run computer

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<v Speaker 1>animation consecutively. We only had enough computing power. We had

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<v Speaker 1>total two megabytes, and we only had enough memory to

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<v Speaker 1>render one frame at a time period, so you could

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<v Speaker 1>never look at the light cycles moving. You could only

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<v Speaker 1>look at this individual frame. Then you had to wait

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<v Speaker 1>forty five minutes and rendered the next frame and look

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<v Speaker 1>at that one. And the only time we ever saw

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<v Speaker 1>the stuff put together is after we set up a

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<v Speaker 1>film camera and clicked like in an animated movie, one

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<v Speaker 1>frame at a time off of this computer animation, and

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<v Speaker 1>then people would all go into the screening room and

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<v Speaker 1>sit there. Even the guys that did all the computer

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<v Speaker 1>work had never seen it moving. And we saw it

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<v Speaker 1>for the very first time when we filmed it one

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<v Speaker 1>frame at a time and then ran it back. And

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<v Speaker 1>so to put all of this together to composite it.

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<v Speaker 1>The only way we could do it was to do

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<v Speaker 1>blow up every frame and make it into an animated movie.

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<v Speaker 1>And what we did to combine it with the computer

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<v Speaker 1>animation was to try to find a sort of middle

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<v Speaker 1>ground where the live action would look like it had

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<v Speaker 1>been rendered by a computer and the computer animation wasn't

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<v Speaker 1>too attempting to look too real because we couldn't do real.

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<v Speaker 1>Many of the looks in the computer aspects of Tron

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<v Speaker 1>look the way they look because not because we sat

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<v Speaker 1>there and said, oh, wouldn't this was great? And wire

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<v Speaker 1>frame instead of fully rendered. No, no, no, it was

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<v Speaker 1>wire frame because that's all we could do, and it's

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<v Speaker 1>phenomenal to to give a sense of scale. You're talking

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<v Speaker 1>about twenty four frames a second with film, every single

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<v Speaker 1>one of those frames being for the electronic world being

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<v Speaker 1>blown up so that animators can go in and and

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<v Speaker 1>hand draw elements onto those frames, each of those frames

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<v Speaker 1>having to go through multiple exposures depending upon how many

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<v Speaker 1>colors you had, because each time you added a different color,

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<v Speaker 1>you had to do another level. You had to photograph

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<v Speaker 1>everything all over again. Uh, you're you're talking frames. If

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<v Speaker 1>you start doing the math. If you're thinking fifty three

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<v Speaker 1>minutes that because well, I don't want to do the

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<v Speaker 1>math right now, but I think, well, this thing is

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<v Speaker 1>it's um if it goes through the math. Do you

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<v Speaker 1>say this can't be done? Because just doing the colors

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<v Speaker 1>on each frame, the average number of exposures was I

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<v Speaker 1>think eighteen. Some of the frames in Tron were exposed

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<v Speaker 1>thirty six times. And because everything had to be held

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<v Speaker 1>in focus so that the blow ups were sharp, and

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<v Speaker 1>the blow ups are about the size of place Matt,

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<v Speaker 1>there was no depth of field. At seventy millimeter had

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<v Speaker 1>those light levels, So it wasn't those cameras. Those seventy

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<v Speaker 1>millimeter cameras were used by David Lean to shoot Lawrence

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<v Speaker 1>of Arabia, and afterwards I really understood why, because in

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<v Speaker 1>the desert there's enough light. But for any of the

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<v Speaker 1>situations we were in, I had to shoot characters when

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<v Speaker 1>they were speaking to each other and over the shoulder shots.

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<v Speaker 1>They had to be shot on separate passes. So I

0:14:56.640 --> 0:15:00.200
<v Speaker 1>would have Bruce in the foreground with no Jeff that

0:15:00.240 --> 0:15:02.960
<v Speaker 1>he was talking to looking at, and I get him

0:15:03.000 --> 0:15:04.840
<v Speaker 1>in focus, and then I get him out of the

0:15:04.840 --> 0:15:06.920
<v Speaker 1>frame and then I bring in Jeff and he'd say

0:15:06.960 --> 0:15:10.640
<v Speaker 1>his lines, and I chewed them separately, each one held

0:15:10.680 --> 0:15:15.200
<v Speaker 1>in focus, and then they were put together. But yeah,

0:15:15.320 --> 0:15:20.280
<v Speaker 1>that the in animation, there's a thing called an exposure sheet,

0:15:21.200 --> 0:15:27.880
<v Speaker 1>and it's showed. It tells the animation cameraman what levels

0:15:27.880 --> 0:15:33.680
<v Speaker 1>are photographed and what order, and there there's about, I

0:15:33.720 --> 0:15:40.200
<v Speaker 1>don't know, three seconds of animation per exposure sheet. And

0:15:40.280 --> 0:15:43.440
<v Speaker 1>so what we did was we took those exposure sheets

0:15:44.440 --> 0:15:48.400
<v Speaker 1>and instead of that sheet being filled in for three seconds,

0:15:48.480 --> 0:15:53.040
<v Speaker 1>which is seventy two frames, it was one frame in tron,

0:15:55.120 --> 0:15:59.760
<v Speaker 1>one exposure sheet per whole sheet, three seconds of animation

0:16:00.160 --> 0:16:04.400
<v Speaker 1>per individual frame. But again, it was only possible to

0:16:04.480 --> 0:16:08.480
<v Speaker 1>put all of this together through animation. We were under

0:16:08.520 --> 0:16:11.960
<v Speaker 1>an extreme deadline, I heard all. I never was given

0:16:11.960 --> 0:16:14.840
<v Speaker 1>a real good reason by Disney why we were in

0:16:14.920 --> 0:16:18.800
<v Speaker 1>such a rush, but we were. And I've heard various

0:16:18.840 --> 0:16:22.000
<v Speaker 1>theories over the years that there was, you know, some

0:16:22.080 --> 0:16:26.960
<v Speaker 1>competition in the marketplace that summer, and so that's why

0:16:27.000 --> 0:16:29.760
<v Speaker 1>they wanted us to come out then. But sometimes I

0:16:29.800 --> 0:16:32.160
<v Speaker 1>wonder what would have happened if we had come out

0:16:32.240 --> 0:16:36.280
<v Speaker 1>the following winter, which made more sense, and that would

0:16:36.320 --> 0:16:38.800
<v Speaker 1>have given us six more months. I mean it was

0:16:40.480 --> 0:16:46.480
<v Speaker 1>the deadline was so severe that, um, we took only

0:16:46.560 --> 0:16:51.640
<v Speaker 1>one day off every fourteen days. That was the legal limit.

0:16:52.160 --> 0:16:56.640
<v Speaker 1>So um, we would work thirteen days and then we

0:16:56.680 --> 0:16:59.080
<v Speaker 1>get one day off, and then we worked thirteen days

0:16:59.080 --> 0:17:03.680
<v Speaker 1>in it one day off, and to complete the rephotography

0:17:03.720 --> 0:17:07.640
<v Speaker 1>of all these blown up frames. Um, at the end,

0:17:07.680 --> 0:17:13.480
<v Speaker 1>I think we had twelve this division animation stands going

0:17:13.600 --> 0:17:17.800
<v Speaker 1>twenty four hours a day, three shifts on each and

0:17:22.040 --> 0:17:25.720
<v Speaker 1>the strain on the film in terms of getting it done.

0:17:25.800 --> 0:17:30.199
<v Speaker 1>From a director standpoint, that was kind of crazy. But

0:17:30.280 --> 0:17:34.159
<v Speaker 1>because I was new to this, you know, I just

0:17:34.280 --> 0:17:39.560
<v Speaker 1>accepted it. But the picture was after I shot all

0:17:39.560 --> 0:17:42.159
<v Speaker 1>the live action that the film had to be completed

0:17:42.960 --> 0:17:47.359
<v Speaker 1>in three weeks blocked, so not one frame of the

0:17:47.400 --> 0:17:51.359
<v Speaker 1>movie could be changed. Frames could be taken out and removed,

0:17:51.440 --> 0:17:56.080
<v Speaker 1>but I couldn't change or add anything. So you know,

0:17:56.200 --> 0:17:59.439
<v Speaker 1>now directors get three or four months to live with

0:17:59.480 --> 0:18:02.159
<v Speaker 1>their movie in the editing room, I had three weeks

0:18:02.200 --> 0:18:05.480
<v Speaker 1>after that it was locked. And the thing that's interesting

0:18:05.600 --> 0:18:09.720
<v Speaker 1>is what I had to lock was actors in there,

0:18:10.720 --> 0:18:15.439
<v Speaker 1>unaltered tron suits on all black stage and then I

0:18:15.480 --> 0:18:20.919
<v Speaker 1>had no computer animation yet because that wasn't done. So

0:18:21.480 --> 0:18:23.639
<v Speaker 1>when I locked the movie and said this is the

0:18:23.680 --> 0:18:26.240
<v Speaker 1>movie I'm making, there were no effects in it. There

0:18:26.240 --> 0:18:28.439
<v Speaker 1>were no colors in it. It was black and white.

0:18:28.880 --> 0:18:32.240
<v Speaker 1>Many of the scenes just had individual actors because you know,

0:18:32.280 --> 0:18:34.679
<v Speaker 1>it was one or the other, like I said, and

0:18:34.720 --> 0:18:39.240
<v Speaker 1>there was just storyboards are a little little brains that

0:18:39.359 --> 0:18:44.440
<v Speaker 1>said effect goes here a solar sailor. And at that

0:18:44.560 --> 0:18:47.560
<v Speaker 1>point I had to say, okay, I signed off, this

0:18:47.600 --> 0:18:52.040
<v Speaker 1>is the movie we're going to release. From there on,

0:18:52.760 --> 0:18:55.879
<v Speaker 1>we just did nine months of filling it all in.

0:18:57.119 --> 0:19:05.440
<v Speaker 1>It's um Yeah, in retrospect it was insane, but at

0:19:05.440 --> 0:19:11.680
<v Speaker 1>the time it's compared to working on dron to Drown Legacy,

0:19:11.760 --> 0:19:15.120
<v Speaker 1>where everything was compositied in real time, where you could

0:19:15.119 --> 0:19:18.639
<v Speaker 1>just put the you know, computer animation together with the background,

0:19:18.760 --> 0:19:21.840
<v Speaker 1>together with the actors, and you know, you could make

0:19:21.960 --> 0:19:25.600
<v Speaker 1>changes up until like I don't know, a couple of

0:19:25.600 --> 0:19:30.480
<v Speaker 1>weeks before the movie was in theaters. Yeah, this is

0:19:30.480 --> 0:19:33.199
<v Speaker 1>a time where you can't even you can't even review

0:19:33.280 --> 0:19:36.160
<v Speaker 1>the footage immediately afterward obviously because you've got the filt

0:19:36.200 --> 0:19:39.479
<v Speaker 1>you have to process everything. So oh yeah, of course

0:19:39.680 --> 0:19:43.639
<v Speaker 1>there's no video tap. I mean, you know, you shoot

0:19:43.680 --> 0:19:45.400
<v Speaker 1>it and it goes off to the lab and then

0:19:45.440 --> 0:19:50.320
<v Speaker 1>you see it the next day in dailies at lunchtime. Um.

0:19:50.359 --> 0:19:57.240
<v Speaker 1>There was also no time to do reshoots or reduce um.

0:19:57.280 --> 0:20:01.320
<v Speaker 1>I mean it was standard procedure on tron legacy that

0:20:01.400 --> 0:20:04.680
<v Speaker 1>when affects shots or shots were composited, that there would

0:20:04.720 --> 0:20:10.280
<v Speaker 1>be multiple reduce on each shot every frame. It was

0:20:10.359 --> 0:20:13.040
<v Speaker 1>none of that. I mean we were flying blind and

0:20:13.080 --> 0:20:19.119
<v Speaker 1>then we had to commit. Um. Once in a while,

0:20:19.400 --> 0:20:23.320
<v Speaker 1>when something was really screwed up, I would get to

0:20:23.440 --> 0:20:28.679
<v Speaker 1>redo it or reshoot a recomposite. But often what we

0:20:28.760 --> 0:20:32.920
<v Speaker 1>did we say, okay, there's a mistake. How can we

0:20:33.119 --> 0:20:37.880
<v Speaker 1>incorporate this mistake into the visuals or into the story,

0:20:38.200 --> 0:20:43.320
<v Speaker 1>and uh, we just went with it. So yeah, yeah,

0:20:43.640 --> 0:20:45.359
<v Speaker 1>I imagine that meant that you had a lot of

0:20:45.680 --> 0:20:48.520
<v Speaker 1>story boarding that was very precise from the very get go,

0:20:48.720 --> 0:20:52.800
<v Speaker 1>so that you could you could well, the team of

0:20:52.920 --> 0:20:58.920
<v Speaker 1>talented people I had was unbelievable, once in a lifetime.

0:20:59.680 --> 0:21:03.320
<v Speaker 1>I it was one of the great joys of making

0:21:03.320 --> 0:21:09.320
<v Speaker 1>the film. And uh yeah, incredible. I mean the team

0:21:09.320 --> 0:21:13.640
<v Speaker 1>I had from Listener Studios, my guys, some of whom

0:21:13.880 --> 0:21:17.280
<v Speaker 1>came from Disney originally and then left Disney and worked

0:21:17.280 --> 0:21:20.480
<v Speaker 1>at Listburger Studios and then ironically they found themselves back

0:21:20.520 --> 0:21:24.720
<v Speaker 1>at Disney. But we storyboarded the whole film before we

0:21:24.760 --> 0:21:28.160
<v Speaker 1>ever got to Disney, and we did all this artwork

0:21:28.200 --> 0:21:31.119
<v Speaker 1>for all the different thing you know, aspects the m

0:21:31.160 --> 0:21:35.800
<v Speaker 1>c P and all solar Sailor and the life cycles.

0:21:35.840 --> 0:21:38.880
<v Speaker 1>That was all done, but it was done by us

0:21:38.960 --> 0:21:43.520
<v Speaker 1>in house, and it was it was interesting that then

0:21:43.560 --> 0:21:45.560
<v Speaker 1>when I got to Disney and they said, well, you know,

0:21:45.960 --> 0:21:48.879
<v Speaker 1>if you wanted, if you could have a dream, what

0:21:49.000 --> 0:21:51.119
<v Speaker 1>would it be. And I would say, well, I'd like

0:21:51.280 --> 0:21:55.280
<v Speaker 1>Mobius to go over these storyboards, and then I'd like

0:21:55.359 --> 0:21:59.359
<v Speaker 1>sit Me to go over our vehicle designs, and both

0:21:59.400 --> 0:22:01.520
<v Speaker 1>of them to go are my costume designs, and I

0:22:01.640 --> 0:22:05.440
<v Speaker 1>like Peter Lloyd to go over production paintings. And so

0:22:05.800 --> 0:22:10.640
<v Speaker 1>what what worked out great is that we never approached

0:22:10.720 --> 0:22:13.879
<v Speaker 1>these great artists and said to him, we just have

0:22:13.960 --> 0:22:16.720
<v Speaker 1>a blank piece of paper and now I'm going to

0:22:16.840 --> 0:22:19.960
<v Speaker 1>explain to you what I'm trying to get to. It

0:22:20.040 --> 0:22:22.720
<v Speaker 1>was it was so much better that we said, look,

0:22:22.760 --> 0:22:27.119
<v Speaker 1>this is as good as we can get this, and

0:22:27.800 --> 0:22:30.679
<v Speaker 1>we're pretty confident that you know, there's more room to

0:22:30.760 --> 0:22:34.919
<v Speaker 1>improve this, and they never let us down. And I

0:22:34.960 --> 0:22:37.760
<v Speaker 1>think they really like that, you know, because they look

0:22:37.800 --> 0:22:40.200
<v Speaker 1>at our artwork and they go, yeah, this is really nice,

0:22:40.280 --> 0:22:42.160
<v Speaker 1>but this or why didn't you do that? Or why

0:22:42.160 --> 0:22:44.679
<v Speaker 1>didn't you do this? And Mobius would say, you know,

0:22:44.760 --> 0:22:46.760
<v Speaker 1>you could shoot this this way, but if you shot

0:22:46.760 --> 0:22:49.520
<v Speaker 1>it from this angle and if you showed this, then

0:22:49.560 --> 0:22:52.840
<v Speaker 1>the audience would know that. And uh, yeah, it was

0:22:52.840 --> 0:22:57.320
<v Speaker 1>amazing that it's awesome and it's great that you already had,

0:22:57.640 --> 0:23:00.320
<v Speaker 1>you know, a nice idea to go in with and

0:23:00.400 --> 0:23:04.320
<v Speaker 1>not have to run the risk of asking an artist

0:23:04.480 --> 0:23:08.600
<v Speaker 1>to contribute and then say, oh, but that doesn't really

0:23:08.680 --> 0:23:10.960
<v Speaker 1>fit in what I was you know, and said that.

0:23:11.119 --> 0:23:13.720
<v Speaker 1>And the thing is I wasn't used to this part

0:23:13.720 --> 0:23:16.800
<v Speaker 1>of it either. The team that, you know, my guys

0:23:17.119 --> 0:23:20.760
<v Speaker 1>at List for Studios, we would throw stuff out all

0:23:20.800 --> 0:23:23.000
<v Speaker 1>the time and we would say, well, you know, that

0:23:23.040 --> 0:23:25.400
<v Speaker 1>looked good last week, but why don't we try this

0:23:25.520 --> 0:23:29.639
<v Speaker 1>LFE cycle design this week. And it was a learning

0:23:29.640 --> 0:23:32.159
<v Speaker 1>curve for me to work with, you know, Sid and

0:23:32.280 --> 0:23:38.160
<v Speaker 1>Mobius and they would say, no, this is it. There

0:23:38.160 --> 0:23:43.080
<v Speaker 1>are changes, there's no revisions. I'm not doing this again.

0:23:45.240 --> 0:23:48.360
<v Speaker 1>That was amazing. It would be at a little bit

0:23:48.440 --> 0:23:51.440
<v Speaker 1>like walking up to Da Vincian saying yeah, but yeah,

0:23:51.480 --> 0:23:54.000
<v Speaker 1>it go that way. Could you put some of the

0:23:54.040 --> 0:23:57.600
<v Speaker 1>life cycle an he hands it to you, you don't

0:23:57.640 --> 0:24:01.640
<v Speaker 1>say to him, he said, what about this? We do that?

0:24:01.960 --> 0:24:05.440
<v Speaker 1>You know, you know how about mud flaps. And it's like, now,

0:24:05.480 --> 0:24:09.280
<v Speaker 1>I don't think so at of thing that happened with

0:24:09.359 --> 0:24:14.760
<v Speaker 1>the LFE cycles. I will interject this and it never bothered. Said,

0:24:15.000 --> 0:24:19.520
<v Speaker 1>is that we sent the life cycles to MAGI, which

0:24:19.560 --> 0:24:23.560
<v Speaker 1>was Phil Middleman's company UM in New York. We had

0:24:23.600 --> 0:24:26.600
<v Speaker 1>three computer companies. One was in New York State and

0:24:27.240 --> 0:24:29.679
<v Speaker 1>that's where Chris Wedge used to work, who went on

0:24:29.760 --> 0:24:34.280
<v Speaker 1>to Great Blue Sky Studios and do ice age. And

0:24:34.320 --> 0:24:36.280
<v Speaker 1>then we had a company out here called Triple I

0:24:36.800 --> 0:24:40.879
<v Speaker 1>where Richard Taylor was. And then we also used Robert

0:24:40.880 --> 0:24:45.040
<v Speaker 1>Abeles company who was in Hollywood. But when I sent

0:24:45.119 --> 0:24:50.360
<v Speaker 1>the first LFE cycle drawings that said did to uh, Magi,

0:24:52.080 --> 0:24:57.000
<v Speaker 1>they said, we can't do this. The curves are too complex,

0:24:57.920 --> 0:25:01.679
<v Speaker 1>we can't render this. You don't have enough you know power,

0:25:02.840 --> 0:25:06.320
<v Speaker 1>it won't work. And I knew that, you know, it

0:25:06.359 --> 0:25:10.639
<v Speaker 1>was an incredible design. We all loved it, and so

0:25:10.760 --> 0:25:12.960
<v Speaker 1>I thought about it this I remember this was over

0:25:13.000 --> 0:25:16.879
<v Speaker 1>a weekend, some Sunday, and so then I said, how

0:25:16.920 --> 0:25:20.679
<v Speaker 1>do I keep the integrity of Sid's designed but simplify

0:25:20.760 --> 0:25:23.199
<v Speaker 1>it for the computer. And already, you gotta imagine, it

0:25:23.240 --> 0:25:26.320
<v Speaker 1>was already really simple in terms of color and shading.

0:25:27.119 --> 0:25:29.000
<v Speaker 1>And then I, I don't know how where I got

0:25:29.040 --> 0:25:31.360
<v Speaker 1>this idea, but I got the idea of what if

0:25:31.400 --> 0:25:35.600
<v Speaker 1>you took the bike, which was very three D, and

0:25:35.880 --> 0:25:40.320
<v Speaker 1>squeezed parts of it between two pieces of glass. To

0:25:40.400 --> 0:25:43.600
<v Speaker 1>imagine that squeezing it between two pieces of glass. So

0:25:43.680 --> 0:25:46.240
<v Speaker 1>if you look at it from the side, what I

0:25:46.280 --> 0:25:49.600
<v Speaker 1>did was I kept that faring in the front from

0:25:49.840 --> 0:25:54.200
<v Speaker 1>the way Sid designed it, but I flattened everything else

0:25:55.080 --> 0:25:58.199
<v Speaker 1>that was also full of all these compound curves, just

0:25:58.320 --> 0:26:00.679
<v Speaker 1>like I was pressing a piece of glass against it.

0:26:01.320 --> 0:26:06.080
<v Speaker 1>And that did it. We got enough of the complexity

0:26:06.119 --> 0:26:08.199
<v Speaker 1>out of it so that the computer guys could do it.

0:26:08.520 --> 0:26:10.080
<v Speaker 1>And by the way, I want to say one thing

0:26:10.080 --> 0:26:16.280
<v Speaker 1>about Magi that it was pretty funny, which is that

0:26:16.400 --> 0:26:21.000
<v Speaker 1>they're One of the main reasons their tanks in the

0:26:21.000 --> 0:26:25.400
<v Speaker 1>first Tron movie is because when I first went to MATCHI,

0:26:26.080 --> 0:26:30.040
<v Speaker 1>which was really early on. I was keeping track of

0:26:30.080 --> 0:26:35.840
<v Speaker 1>their capabilities, like years before we ever Matron. Their first

0:26:35.880 --> 0:26:39.920
<v Speaker 1>major contract was with the military to do tank simulations.

0:26:41.359 --> 0:26:43.880
<v Speaker 1>This was all the way back in the mid seventies.

0:26:44.400 --> 0:26:48.439
<v Speaker 1>This was totally like far out crazy stuff, you know,

0:26:48.680 --> 0:26:52.919
<v Speaker 1>darker stuff and mag I was doing. You know, it

0:26:53.000 --> 0:26:56.760
<v Speaker 1>looked like very crude video games, but it was tank oriented.

0:26:57.480 --> 0:27:00.440
<v Speaker 1>So then I at some point came to me and said,

0:27:00.440 --> 0:27:04.200
<v Speaker 1>if you know, if these chas vehicles are tanks, you're

0:27:04.200 --> 0:27:07.000
<v Speaker 1>going to be able to, you know, do a lot

0:27:07.040 --> 0:27:10.560
<v Speaker 1>of this pretty effectively because of your tank experience. And

0:27:10.600 --> 0:27:14.760
<v Speaker 1>they said, yeah, so that's why you know the tanks

0:27:14.800 --> 0:27:29.200
<v Speaker 1>worked out so well. Well, I'm I'm curious now kind

0:27:29.200 --> 0:27:33.280
<v Speaker 1>of stepping back from the the meta tech of how

0:27:33.440 --> 0:27:35.920
<v Speaker 1>the movie came to be and kind of diving into

0:27:36.560 --> 0:27:40.080
<v Speaker 1>the the actual content of the film itself. This is

0:27:40.280 --> 0:27:43.320
<v Speaker 1>a really big treat for me because not only do

0:27:43.359 --> 0:27:47.320
<v Speaker 1>I get to talk about filmmaking approaches and technology that

0:27:47.359 --> 0:27:49.480
<v Speaker 1>I totally geek out about, but I can also talk

0:27:49.520 --> 0:27:54.000
<v Speaker 1>about the mythology of Tron, which is incredible. It's very

0:27:54.119 --> 0:27:57.200
<v Speaker 1>prescient in a lot of ways that I'm not even

0:27:57.240 --> 0:28:00.879
<v Speaker 1>certain that that you guys were aware of at the time,

0:28:01.040 --> 0:28:05.040
<v Speaker 1>like things that that to me became really big conversation

0:28:05.119 --> 0:28:08.439
<v Speaker 1>points a decade or more further out from when the

0:28:08.480 --> 0:28:11.840
<v Speaker 1>film came out. Oh yeah, I mean, I'll tell you

0:28:11.920 --> 0:28:16.080
<v Speaker 1>something that will bloil your mind. I had a revelation

0:28:16.240 --> 0:28:20.359
<v Speaker 1>about the mythology of Tron the first movie two days ago.

0:28:22.880 --> 0:28:28.360
<v Speaker 1>I'm serious, because in discussions about Tron two and discussions about,

0:28:28.400 --> 0:28:31.520
<v Speaker 1>you know, theoretical discussions about what the Tron three would be,

0:28:31.960 --> 0:28:34.720
<v Speaker 1>all of a sudden, it sheds light all the way

0:28:34.760 --> 0:28:38.200
<v Speaker 1>back to the first film, and I realized, oh, this

0:28:38.320 --> 0:28:40.960
<v Speaker 1>is why I was doing that. And I never really

0:28:41.040 --> 0:28:47.360
<v Speaker 1>understood that that clearly until you know, so, yeah, it's

0:28:48.440 --> 0:28:51.880
<v Speaker 1>that aspect of it. It's funny because I like to

0:28:51.920 --> 0:28:56.920
<v Speaker 1>talk about the technical achievement of Tron and the incredible

0:28:56.960 --> 0:28:59.920
<v Speaker 1>work and all the talented people that worked on it,

0:29:00.040 --> 0:29:04.080
<v Speaker 1>and I mean talked about unsung heroes, you know, Richard

0:29:04.080 --> 0:29:07.479
<v Speaker 1>with Richard Taylor and Bill Kroyer did and and there

0:29:07.520 --> 0:29:09.840
<v Speaker 1>the teams and all the three companies. I could go

0:29:09.880 --> 0:29:13.280
<v Speaker 1>on all day about how great that whole group was.

0:29:13.680 --> 0:29:16.560
<v Speaker 1>But then people go see Listenerger, he's such a geek.

0:29:16.840 --> 0:29:20.920
<v Speaker 1>You know he doesn't love story or characters, and that's

0:29:20.920 --> 0:29:25.120
<v Speaker 1>not true at all. I mean, what what actually got

0:29:25.240 --> 0:29:29.760
<v Speaker 1>Tron gave me the energy to make Tron was not

0:29:31.200 --> 0:29:37.080
<v Speaker 1>the geeky energy of computer graphics. What what motivated me

0:29:37.200 --> 0:29:39.440
<v Speaker 1>for years and made me put everything on the line

0:29:40.320 --> 0:29:44.560
<v Speaker 1>were the characters. And it was that story in particular.

0:29:45.400 --> 0:29:48.440
<v Speaker 1>And then I got so excited because I saw that

0:29:48.600 --> 0:29:51.080
<v Speaker 1>there was a chance we could actually do it with

0:29:51.160 --> 0:29:57.640
<v Speaker 1>this technology. But looking back at it, um, I have

0:29:57.760 --> 0:30:03.800
<v Speaker 1>to say that, you know, I is I was inspired

0:30:03.840 --> 0:30:06.920
<v Speaker 1>by the experiences of my own life up to that point,

0:30:06.960 --> 0:30:11.200
<v Speaker 1>even though I was young, and the story works on

0:30:11.480 --> 0:30:17.680
<v Speaker 1>many levels for me personally. Um so, yeah, I care

0:30:17.720 --> 0:30:23.880
<v Speaker 1>about that pretty deeply. I would say, well, it's the

0:30:23.920 --> 0:30:28.320
<v Speaker 1>effects of the film are phenomenal and I love them.

0:30:28.360 --> 0:30:31.960
<v Speaker 1>But as people have pointed out numerous times over the years,

0:30:32.120 --> 0:30:35.920
<v Speaker 1>effects don't make a story. And if you rely too

0:30:35.960 --> 0:30:42.760
<v Speaker 1>heavily upon the the bedazzle of effects and you sacrifice

0:30:42.840 --> 0:30:46.520
<v Speaker 1>the story, then you know, I don't find myself talking

0:30:46.560 --> 0:30:50.680
<v Speaker 1>about those films later on, right, I don't know, there's

0:30:50.680 --> 0:30:54.760
<v Speaker 1>nothing but nothing to hang on. Yeah, I know, well,

0:30:54.760 --> 0:30:58.920
<v Speaker 1>they don't resonate past to the you know, the moment.

0:30:59.640 --> 0:31:04.239
<v Speaker 1>The the thing that I've been thinking about and the

0:31:04.320 --> 0:31:08.720
<v Speaker 1>revelation I just had recently is that if you look

0:31:08.760 --> 0:31:12.560
<v Speaker 1>at if you look at a movie like Star Wars

0:31:14.000 --> 0:31:20.760
<v Speaker 1>or Um or an Avatar or Um Wonder Woman or

0:31:20.880 --> 0:31:25.120
<v Speaker 1>four Thoris of an example, the worlds of those films

0:31:26.200 --> 0:31:30.960
<v Speaker 1>are epic. I mean, there's nothing more epic than Nordic

0:31:31.120 --> 0:31:36.080
<v Speaker 1>mythology and spaces as epic as it gets, and it's infinity,

0:31:36.200 --> 0:31:40.200
<v Speaker 1>it's everything. So what happens in those films is that

0:31:41.760 --> 0:31:46.800
<v Speaker 1>Star Wars or a thor what happens is that you

0:31:46.880 --> 0:31:52.840
<v Speaker 1>get to have comedic characters because that they make the

0:31:52.880 --> 0:31:56.880
<v Speaker 1>epic grandeur of the setting relatable. So you know, it's

0:31:56.920 --> 0:31:59.960
<v Speaker 1>called Star Wars, which is about his epic, a tie

0:32:00.000 --> 0:32:02.320
<v Speaker 1>it as you could ever come up with. But then

0:32:02.440 --> 0:32:05.320
<v Speaker 1>you know, Luke is kind of a goofy farm boy

0:32:05.440 --> 0:32:10.240
<v Speaker 1>with his you know and his robot friends are you know,

0:32:10.360 --> 0:32:14.520
<v Speaker 1>pretty funny. So you know, that's how we relate to

0:32:14.600 --> 0:32:17.280
<v Speaker 1>the epic. And the what I'm getting at where this

0:32:17.600 --> 0:32:22.000
<v Speaker 1>connects with Tron is that Tron has is kind of

0:32:22.040 --> 0:32:26.480
<v Speaker 1>the opposite formula if you think about it, because when

0:32:26.520 --> 0:32:30.360
<v Speaker 1>we did Tron one, all there was was you know,

0:32:30.920 --> 0:32:35.520
<v Speaker 1>pong games, and no one looks at a palm game

0:32:35.600 --> 0:32:40.160
<v Speaker 1>and says this is epic. You know, people stand out

0:32:40.200 --> 0:32:42.440
<v Speaker 1>at night and look at the stars and say this

0:32:42.520 --> 0:32:44.280
<v Speaker 1>is epic, but they don't stand in front of a

0:32:44.360 --> 0:32:47.840
<v Speaker 1>palm game in a bar and you know, look at

0:32:47.840 --> 0:32:51.920
<v Speaker 1>the the pong bar table and say this is epic.

0:32:52.760 --> 0:32:55.520
<v Speaker 1>So what we did was we kind of with the

0:32:55.600 --> 0:32:58.640
<v Speaker 1>character of Flynn, we added it's kind of an epic character,

0:33:00.040 --> 0:33:04.760
<v Speaker 1>you a non ethic world. And I think that for

0:33:04.880 --> 0:33:08.640
<v Speaker 1>the people that struggled with Tron, and some people still

0:33:08.720 --> 0:33:12.480
<v Speaker 1>do and say, you know, I don't get that movie.

0:33:12.480 --> 0:33:15.040
<v Speaker 1>Why are people excited about it? I think what what

0:33:15.080 --> 0:33:19.680
<v Speaker 1>they struggle with, even though they wouldn't necessarily say it,

0:33:19.720 --> 0:33:23.680
<v Speaker 1>is they struggle with the idea that something epic can

0:33:23.800 --> 0:33:27.600
<v Speaker 1>come and significant or grand can come out of something

0:33:27.600 --> 0:33:31.680
<v Speaker 1>that isn't well. And and to kind of continue your

0:33:31.800 --> 0:33:34.680
<v Speaker 1>your point, uh, you know, if you look at it

0:33:34.720 --> 0:33:38.000
<v Speaker 1>on the scale of something like Star Wars or thor,

0:33:38.040 --> 0:33:41.880
<v Speaker 1>you're talking about this cosmological scale, and when you're talking

0:33:41.880 --> 0:33:46.479
<v Speaker 1>about Tron, you're talking about diving into a virtual space

0:33:46.520 --> 0:33:51.440
<v Speaker 1>that's confined within a very you know, limited physical space.

0:33:51.480 --> 0:33:55.560
<v Speaker 1>It's within a computer. It's almost like you're literally going

0:33:56.200 --> 0:33:59.040
<v Speaker 1>as small scale as you can get. We're talking about information,

0:33:59.080 --> 0:34:02.080
<v Speaker 1>not even a physical thing at this point, right, Well,

0:34:02.120 --> 0:34:05.320
<v Speaker 1>that's that's I think one of the reasons people are

0:34:05.480 --> 0:34:11.520
<v Speaker 1>drawn to take sort of sanctuary in the digital world,

0:34:11.960 --> 0:34:16.239
<v Speaker 1>and we do it all the time, is because we

0:34:16.360 --> 0:34:20.040
<v Speaker 1>control it. It's finite. You know, even though it's gotten

0:34:20.080 --> 0:34:24.120
<v Speaker 1>as complex as it is compared to the universe, it

0:34:24.239 --> 0:34:27.400
<v Speaker 1>still feels like it's ours. We can manage it, we

0:34:27.880 --> 0:34:31.160
<v Speaker 1>put it together, we can alter it. But you know,

0:34:31.360 --> 0:34:35.800
<v Speaker 1>the universe, we're getting really bad at dealing with the universe.

0:34:37.120 --> 0:34:43.359
<v Speaker 1>And so I think, well, it's also this is all

0:34:43.440 --> 0:34:50.800
<v Speaker 1>very generational because my generation traditionally, and certainly people older

0:34:51.080 --> 0:34:54.840
<v Speaker 1>than me just I can't tell you. I don't know

0:34:54.880 --> 0:34:57.840
<v Speaker 1>how old you are, but I'm sure you're younger than me.

0:34:58.800 --> 0:35:04.400
<v Speaker 1>People were terror fight of computers, just terrified, and Disney

0:35:04.480 --> 0:35:11.000
<v Speaker 1>was terrified, every you know, everybody was. And it's like

0:35:11.080 --> 0:35:14.320
<v Speaker 1>young people come along and they say, well, this scares

0:35:14.400 --> 0:35:17.960
<v Speaker 1>the hell out of my parents. What power is actually

0:35:18.040 --> 0:35:22.080
<v Speaker 1>here that does that? A little bit? Like, yeah, if

0:35:22.320 --> 0:35:25.600
<v Speaker 1>dad has a problem understanding this and it freaks them out.

0:35:25.640 --> 0:35:28.719
<v Speaker 1>I got to learn what this is about. And so

0:35:28.800 --> 0:35:32.000
<v Speaker 1>the idea that something significant was going to come out

0:35:32.040 --> 0:35:37.600
<v Speaker 1>of these you know, these limited worlds with this you know,

0:35:37.760 --> 0:35:43.319
<v Speaker 1>information storage and manipulation that was embraced by the next generation,

0:35:43.719 --> 0:35:48.560
<v Speaker 1>but it was you know, none of something that older

0:35:48.600 --> 0:35:54.880
<v Speaker 1>people wanted to accept, and they created this weird schism

0:35:54.960 --> 0:36:00.200
<v Speaker 1>over the years with tron. I mean, you know, some

0:36:00.280 --> 0:36:04.160
<v Speaker 1>people said, oh my god, you know how this is

0:36:04.719 --> 0:36:08.680
<v Speaker 1>terrible if things go in this direction. And then twenty

0:36:08.760 --> 0:36:14.000
<v Speaker 1>years later they were doing ads for Apple computers and

0:36:14.120 --> 0:36:20.000
<v Speaker 1>I've I've seen that arc and people don't change. Generations change,

0:36:21.000 --> 0:36:23.360
<v Speaker 1>and um. The other thing, as long as I'm thinking

0:36:23.400 --> 0:36:29.120
<v Speaker 1>down this avenue is that I think the fundamental change

0:36:29.360 --> 0:36:33.799
<v Speaker 1>with the threat of computers. At the time, you know,

0:36:34.120 --> 0:36:36.759
<v Speaker 1>everybody was worried about, oh, you know, the computers are

0:36:36.760 --> 0:36:38.600
<v Speaker 1>going to take my personal data and they're going to

0:36:38.760 --> 0:36:42.680
<v Speaker 1>use it against me. I'm gonna lose my privacy. And

0:36:42.680 --> 0:36:47.040
<v Speaker 1>who could have predicted that they would take all our

0:36:47.080 --> 0:36:51.160
<v Speaker 1>personal data but they wouldn't have to battle us for it.

0:36:51.440 --> 0:36:56.800
<v Speaker 1>We would line up to hand it over. It's called Facebook, okay,

0:36:56.840 --> 0:37:01.160
<v Speaker 1>it's called you know everything else that you know wants

0:37:01.239 --> 0:37:07.680
<v Speaker 1>our credit card number, and so that has been you

0:37:07.680 --> 0:37:11.360
<v Speaker 1>know about no one anticipated that, no one back then,

0:37:12.080 --> 0:37:16.160
<v Speaker 1>and Tom didn't anticipate that either that. You know, I

0:37:16.239 --> 0:37:18.839
<v Speaker 1>talked to some of the heaviest people in the field

0:37:18.880 --> 0:37:23.560
<v Speaker 1>of computers back then, and you know, they would give

0:37:23.560 --> 0:37:27.040
<v Speaker 1>me notes and some of them would give me story suggestions,

0:37:27.080 --> 0:37:29.400
<v Speaker 1>but no one ever gave me a note that said,

0:37:29.600 --> 0:37:33.160
<v Speaker 1>you know, we're going to hand. It's not that we're

0:37:33.160 --> 0:37:35.719
<v Speaker 1>going to fear it and battle it. We're gonna run

0:37:35.760 --> 0:37:40.840
<v Speaker 1>towards it as fast as we can. And it's and

0:37:40.920 --> 0:37:43.399
<v Speaker 1>I've spent a lot of time thinking about how that

0:37:43.480 --> 0:37:47.120
<v Speaker 1>really happened or on what that really means, what are

0:37:47.160 --> 0:37:50.239
<v Speaker 1>the repercussions of that, And what I came away with

0:37:50.360 --> 0:37:56.960
<v Speaker 1>on that is that that computers put us, put the

0:37:57.080 --> 0:37:59.879
<v Speaker 1>users in a situation where they said, look, we'll take

0:38:00.040 --> 0:38:04.600
<v Speaker 1>care of the cognitive problems, so you're liberated from that,

0:38:05.600 --> 0:38:08.600
<v Speaker 1>and what what you can do with your extra time

0:38:08.800 --> 0:38:13.160
<v Speaker 1>is indulge your feelings. And you know, because that's what

0:38:13.280 --> 0:38:17.120
<v Speaker 1>we like to do. You know, we we get adding

0:38:17.200 --> 0:38:20.200
<v Speaker 1>machines so we don't have to do the math, so

0:38:20.280 --> 0:38:22.800
<v Speaker 1>then we can you know, go to the movies instead

0:38:22.840 --> 0:38:25.920
<v Speaker 1>of doing the math, and we can enjoy our emotions

0:38:25.920 --> 0:38:32.080
<v Speaker 1>and feelings. And that has continued to advance. You know.

0:38:32.120 --> 0:38:33.680
<v Speaker 1>It used to be like, okay, I'm not going to

0:38:33.880 --> 0:38:36.520
<v Speaker 1>learn too much math because I have an adding machine

0:38:37.040 --> 0:38:40.160
<v Speaker 1>and you know, now I have spell check, well, you know,

0:38:40.360 --> 0:38:42.600
<v Speaker 1>and then it's like, well I don't. Pretty soon I'm

0:38:42.640 --> 0:38:46.799
<v Speaker 1>not even gonna have to drive my car drive itself.

0:38:47.280 --> 0:38:51.840
<v Speaker 1>And so all these cognitive things are being you know,

0:38:51.960 --> 0:38:57.279
<v Speaker 1>we're so called being liberated from and then we're just

0:38:57.440 --> 0:39:02.200
<v Speaker 1>all about our feelings. And you know, we wanted that

0:39:02.280 --> 0:39:07.120
<v Speaker 1>for a long time. But in the past people humanity

0:39:07.200 --> 0:39:10.800
<v Speaker 1>dreamt about it the other way. You know, for hundreds

0:39:10.800 --> 0:39:15.520
<v Speaker 1>of years, people philosophers dreamt of a world that was

0:39:15.600 --> 0:39:20.520
<v Speaker 1>guided by reason because it was too much about people's feelings.

0:39:21.680 --> 0:39:25.799
<v Speaker 1>And you know, science and philosophy advanced so we could

0:39:25.840 --> 0:39:30.719
<v Speaker 1>get to this point where reason sort of determined our

0:39:31.000 --> 0:39:39.520
<v Speaker 1>our fate because reason is connected to underlying truth that endures.

0:39:40.000 --> 0:39:44.239
<v Speaker 1>That's why, that's what reason is. But emotions don't work

0:39:44.320 --> 0:39:49.919
<v Speaker 1>that way of you know, you can think that it's

0:39:49.960 --> 0:39:57.000
<v Speaker 1>worth you know, dying one moment for something. You know,

0:39:57.239 --> 0:40:00.480
<v Speaker 1>if I don't get invited to the problem, I should

0:40:00.560 --> 0:40:04.120
<v Speaker 1>you be better off dead, and then a month later

0:40:05.040 --> 0:40:09.120
<v Speaker 1>you could forget that you ever felt that way. And

0:40:09.160 --> 0:40:12.200
<v Speaker 1>so now we're we're kind of living in the age

0:40:12.200 --> 0:40:16.560
<v Speaker 1>of Trump where I'm digressing, I know, but we're living

0:40:16.600 --> 0:40:20.200
<v Speaker 1>in the age of Trump. We're it's all about these

0:40:20.239 --> 0:40:24.479
<v Speaker 1>feelings every day, and we have we have the way

0:40:24.560 --> 0:40:28.759
<v Speaker 1>of of expressing those feelings to a larger audience than

0:40:28.800 --> 0:40:33.920
<v Speaker 1>ever before, instantaneously as soon as we feel you know.

0:40:34.160 --> 0:40:40.320
<v Speaker 1>So the cognitive power of computers has ironically completely liberated

0:40:40.320 --> 0:40:46.680
<v Speaker 1>our emotional feely side. Touchy feely side gets to stand

0:40:46.760 --> 0:40:54.000
<v Speaker 1>out every thought in his head because of Twitter whenever whenever,

0:40:54.320 --> 0:40:58.600
<v Speaker 1>whenever a disgruntled employee of Twitter isn't deleting his account. Yeah,

0:40:59.080 --> 0:41:05.239
<v Speaker 1>so weird relationship we've developed with technology. And I go

0:41:05.400 --> 0:41:08.400
<v Speaker 1>all the way back to you know, the early Toron days,

0:41:08.480 --> 0:41:11.640
<v Speaker 1>and I can see what we thought then, and I

0:41:11.640 --> 0:41:15.560
<v Speaker 1>can you know, I've experienced the arc you know, from

0:41:15.600 --> 0:41:19.520
<v Speaker 1>there to hear it's it's really interesting. Well, what's fascinating

0:41:19.560 --> 0:41:21.720
<v Speaker 1>to me is that you know, you talked about this

0:41:21.719 --> 0:41:25.480
<v Speaker 1>this thing about computers that were very scary to one

0:41:25.560 --> 0:41:29.680
<v Speaker 1>generation and very promising to the next. Uh. My background

0:41:29.880 --> 0:41:33.800
<v Speaker 1>is interestingly for me anyway, not not in technology. My background,

0:41:33.880 --> 0:41:38.000
<v Speaker 1>My scholarly background was in medieval literature and history. And

0:41:38.040 --> 0:41:40.520
<v Speaker 1>the funny thing is, you see the exact same story

0:41:40.600 --> 0:41:44.760
<v Speaker 1>play out upon the invention of the Guttenberg Press, because

0:41:44.760 --> 0:41:51.120
<v Speaker 1>it was taking taking books away from us, you know, exactly. Yeah.

0:41:51.160 --> 0:41:53.840
<v Speaker 1>Instead of instead of it being the church that was

0:41:53.920 --> 0:41:57.879
<v Speaker 1>completely in charge of creating manuscripts and books, it now

0:41:57.960 --> 0:42:01.200
<v Speaker 1>became the domain of printers who could produce them much

0:42:01.200 --> 0:42:03.760
<v Speaker 1>more quickly, which meant that people could actually own books

0:42:03.800 --> 0:42:07.640
<v Speaker 1>for the first time because they weren't prohibitively expensive, and

0:42:07.719 --> 0:42:11.480
<v Speaker 1>that transformed the Renaissance. Really, you could argue that was

0:42:11.480 --> 0:42:16.719
<v Speaker 1>an enormous inflorance on it, just as computers have been

0:42:17.120 --> 0:42:23.320
<v Speaker 1>granted a much more accelerated, but a similar transformative element

0:42:23.360 --> 0:42:27.600
<v Speaker 1>in our own society. So this kind of knowing this

0:42:27.719 --> 0:42:29.239
<v Speaker 1>sort of stuff, I mean, granted, a lot of this

0:42:29.280 --> 0:42:31.480
<v Speaker 1>stuff kind of evolved over the years since Tron has

0:42:31.520 --> 0:42:34.040
<v Speaker 1>come out and in some ways can change the way

0:42:34.040 --> 0:42:36.560
<v Speaker 1>we view Tron, which I actually I think that's great

0:42:36.600 --> 0:42:39.960
<v Speaker 1>for any piece of art, right that you can revisit

0:42:40.000 --> 0:42:42.040
<v Speaker 1>that piece of art and it means something new to

0:42:42.120 --> 0:42:46.000
<v Speaker 1>you based upon your experiences and the way the world

0:42:46.000 --> 0:42:51.120
<v Speaker 1>has changed. That's one of the wonderful things into how

0:42:51.200 --> 0:42:55.080
<v Speaker 1>what a relationship was with all of those things, the

0:42:55.880 --> 0:42:59.400
<v Speaker 1>things of the moment and eternal things at that moment

0:42:59.440 --> 0:43:02.839
<v Speaker 1>in time. M hm, you know. I mean, I'll tell

0:43:02.880 --> 0:43:08.480
<v Speaker 1>you another sort of past and future mechanism that I

0:43:08.560 --> 0:43:12.920
<v Speaker 1>thought about primarily after I made Tron, which is that,

0:43:14.040 --> 0:43:18.440
<v Speaker 1>you know, the character of Flynn is kind of you know, afterwards,

0:43:18.440 --> 0:43:21.120
<v Speaker 1>I did quite a bit of study about the archetype

0:43:21.160 --> 0:43:24.600
<v Speaker 1>of the shaman character and what it what does the

0:43:24.680 --> 0:43:31.759
<v Speaker 1>shaman character do traditionally, And traditionally he he heals a

0:43:31.800 --> 0:43:36.759
<v Speaker 1>person who has lost their spirit because their spirit has

0:43:36.840 --> 0:43:40.600
<v Speaker 1>gone into you know, the nether world, the spirit world,

0:43:41.120 --> 0:43:44.359
<v Speaker 1>and that is why the person here is sick. And

0:43:45.040 --> 0:43:48.200
<v Speaker 1>the shaman has the power and the crossover into the

0:43:48.239 --> 0:43:51.719
<v Speaker 1>spirit world. And then because he has powers there, he

0:43:51.960 --> 0:43:57.640
<v Speaker 1>can retrieve the spirit of his friend, bring it back

0:43:57.680 --> 0:44:01.160
<v Speaker 1>to this world, and then put the two together. And

0:44:01.200 --> 0:44:04.239
<v Speaker 1>I'm reading about this, like, you know, specifics about this

0:44:04.320 --> 0:44:08.160
<v Speaker 1>twenty years later, and and then I'm thinking about what

0:44:08.320 --> 0:44:12.880
<v Speaker 1>Flynn did in the first movie, Alan and you know,

0:44:12.960 --> 0:44:16.360
<v Speaker 1>Laura come to him and they're sick. Why because they've

0:44:16.400 --> 0:44:21.600
<v Speaker 1>lost their spirit, they've lost their programs, and it's making

0:44:21.640 --> 0:44:25.920
<v Speaker 1>them sick. And he has lost information too. And then

0:44:25.920 --> 0:44:30.440
<v Speaker 1>he ends up crossing over into the digital realm and

0:44:30.920 --> 0:44:35.520
<v Speaker 1>you know what does he do there? He freeze them

0:44:35.600 --> 0:44:40.160
<v Speaker 1>up so that they can now get in touch the

0:44:40.320 --> 0:44:43.319
<v Speaker 1>you know, the information that is the Tron program can

0:44:43.320 --> 0:44:45.520
<v Speaker 1>get in touch with the user can get in touch

0:44:45.600 --> 0:44:49.520
<v Speaker 1>with it, and you know, and then he comes back

0:44:49.560 --> 0:44:52.279
<v Speaker 1>to this world. And I thought, you know, this is

0:44:52.719 --> 0:44:56.160
<v Speaker 1>this is pretty crazy that it's the role of the shaman,

0:44:56.640 --> 0:45:00.840
<v Speaker 1>but in a in a digital environment. And I wasn't

0:45:00.880 --> 0:45:03.319
<v Speaker 1>really thinking about that when I came up with it.

0:45:04.160 --> 0:45:06.000
<v Speaker 1>And not only that, but a role of a shaman,

0:45:06.080 --> 0:45:10.120
<v Speaker 1>a shaman taking the role of essentially our protagonist, uh,

0:45:10.160 --> 0:45:13.080
<v Speaker 1>the hero of the story, the one who makes the

0:45:13.480 --> 0:45:16.000
<v Speaker 1>who defeats the bad guy at the end. You know,

0:45:16.040 --> 0:45:20.600
<v Speaker 1>we have Tron, but we follow Flynn. Obviously, that makes

0:45:20.600 --> 0:45:23.440
<v Speaker 1>sense because Flynn is from our world, so we're seeing

0:45:23.480 --> 0:45:26.520
<v Speaker 1>the world of Tron through his eyes. That's very necessary

0:45:26.560 --> 0:45:29.640
<v Speaker 1>for the grounding of that for the audience. But it

0:45:29.719 --> 0:45:33.200
<v Speaker 1>is also interesting that that in a traditional narrative, we

0:45:33.239 --> 0:45:35.879
<v Speaker 1>would be following the story of Tron, right you start,

0:45:35.960 --> 0:45:38.000
<v Speaker 1>you follow the story of the guy who slays the

0:45:38.080 --> 0:45:41.560
<v Speaker 1>dragon at the end, uh, and so instead we're following

0:45:41.960 --> 0:45:47.319
<v Speaker 1>the character that enables that to happen. And yeah, it's

0:45:47.320 --> 0:45:51.319
<v Speaker 1>pretty funny that when at the end of Tron where

0:45:51.400 --> 0:45:55.240
<v Speaker 1>she says, you know, Flynn really did it, and Tron

0:45:55.320 --> 0:45:58.920
<v Speaker 1>doesn't know that, you know, he managed to overcome the

0:45:59.040 --> 0:46:02.520
<v Speaker 1>m c P because of what Flynn did. That that

0:46:02.640 --> 0:46:06.880
<v Speaker 1>happened on a whole, whole dimensional level above his head literally,

0:46:07.440 --> 0:46:09.960
<v Speaker 1>and he looks at her and he goes, oh, okay,

0:46:10.280 --> 0:46:14.759
<v Speaker 1>I really know what to do with that information. Yeah,

0:46:15.120 --> 0:46:17.600
<v Speaker 1>you know, and I just I this thought popped into

0:46:17.600 --> 0:46:20.799
<v Speaker 1>my head, which is that, according to this definition of

0:46:20.840 --> 0:46:27.560
<v Speaker 1>what a shaman is, you could almost say that, um,

0:46:27.760 --> 0:46:32.359
<v Speaker 1>Wizard of Oz is a shaman story that Judy Garland's

0:46:32.560 --> 0:46:37.600
<v Speaker 1>character she crosses over to the other world and what

0:46:37.640 --> 0:46:40.560
<v Speaker 1>does she do. She helps her friends become whole. She

0:46:40.600 --> 0:46:47.400
<v Speaker 1>gets them a hard brain. It's a very similar mechanism. Absolutely. Yeah,

0:46:47.600 --> 0:46:50.960
<v Speaker 1>it's a interesting I had not even thought of that,

0:46:51.000 --> 0:46:54.640
<v Speaker 1>but that is a very a very apt uh comparison,

0:46:54.719 --> 0:46:58.440
<v Speaker 1>especially since Dorothy again is going into a world completely

0:46:58.520 --> 0:47:01.520
<v Speaker 1>unlike our own that has its own rules. As some history.

0:47:01.600 --> 0:47:11.880
<v Speaker 1>I never thought of Dorothy as a shaman, but she is. Yeah. Well,

0:47:12.160 --> 0:47:14.560
<v Speaker 1>I have another question for you. This is one that

0:47:14.560 --> 0:47:18.440
<v Speaker 1>that not only I need to know, but my producer

0:47:18.560 --> 0:47:22.520
<v Speaker 1>Ramsey needs to know, and that is Master Control Program

0:47:22.640 --> 0:47:24.400
<v Speaker 1>m c P, one of the one of the great

0:47:24.600 --> 0:47:30.520
<v Speaker 1>villains of science fiction. What what what was? Did you

0:47:30.520 --> 0:47:33.839
<v Speaker 1>have any specific inspirations for m c P, perhaps with

0:47:33.880 --> 0:47:37.600
<v Speaker 1>any other organizations that might have three letters in their

0:47:37.680 --> 0:47:41.719
<v Speaker 1>name or anything along those lines. Or from the beginning,

0:47:41.960 --> 0:47:47.080
<v Speaker 1>he was always machine like and when I want to

0:47:47.800 --> 0:47:50.800
<v Speaker 1>and there was a sort of Wizard of Oz component

0:47:50.880 --> 0:47:54.080
<v Speaker 1>to him too, speaking Wizard of Oz, because you know,

0:47:54.239 --> 0:47:57.840
<v Speaker 1>he was smoking mirrors and in the end he was that,

0:47:58.080 --> 0:48:01.360
<v Speaker 1>you know a little. It all started with that little

0:48:01.520 --> 0:48:05.279
<v Speaker 1>chess player. But um, when I went to Triple I,

0:48:07.000 --> 0:48:10.760
<v Speaker 1>they had one of the three computer companies. They had

0:48:10.800 --> 0:48:16.200
<v Speaker 1>created a juggling human character wearing a top hat who

0:48:16.400 --> 0:48:20.040
<v Speaker 1>um looked very human. He barely moved. He just stood

0:48:20.040 --> 0:48:23.560
<v Speaker 1>in one position and his arms moved and he juggled

0:48:23.600 --> 0:48:28.520
<v Speaker 1>a bunch of balls and but he didn't speak or

0:48:28.560 --> 0:48:31.959
<v Speaker 1>anything like that. And I don't think he ever moved

0:48:31.960 --> 0:48:35.879
<v Speaker 1>his speed either. And then I saw that we I

0:48:35.920 --> 0:48:39.600
<v Speaker 1>saw this, this image popped into my head that like

0:48:39.760 --> 0:48:42.920
<v Speaker 1>the Wizard of Oz, we could have his face on

0:48:42.960 --> 0:48:47.480
<v Speaker 1>this machine like exterior that we had been creating for

0:48:47.880 --> 0:48:51.080
<v Speaker 1>the m c P and uh. But then we couldn't

0:48:51.320 --> 0:48:55.720
<v Speaker 1>render it in flesh tones and have it speak because

0:48:55.760 --> 0:48:59.000
<v Speaker 1>we just didn't have enough computing power. So the only

0:48:59.000 --> 0:49:02.120
<v Speaker 1>way we could actually we do it was in wire France.

0:49:03.040 --> 0:49:07.600
<v Speaker 1>So you know, we we recorded David Warner's voice doing it,

0:49:07.680 --> 0:49:10.319
<v Speaker 1>and then we altered his voice and then we you know,

0:49:10.719 --> 0:49:13.880
<v Speaker 1>did what animators have always done is sync up the images,

0:49:14.080 --> 0:49:18.800
<v Speaker 1>you know, the face with the soundtrack and the MCP

0:49:19.040 --> 0:49:24.880
<v Speaker 1>is really I guess the first talking had the first

0:49:24.880 --> 0:49:30.040
<v Speaker 1>c G character that ever was. And I always liked

0:49:30.080 --> 0:49:35.319
<v Speaker 1>the idea that you can be outside of him or

0:49:35.440 --> 0:49:38.800
<v Speaker 1>you can be inside of him. The scene where Sark

0:49:39.000 --> 0:49:42.799
<v Speaker 1>is actually you know, at the pedestal and the m

0:49:42.880 --> 0:49:46.919
<v Speaker 1>CP surround him. I like that that. You know, it's

0:49:48.520 --> 0:49:52.799
<v Speaker 1>that's a relationship with the technology. We can be objective

0:49:52.840 --> 0:49:56.879
<v Speaker 1>to it or we can be subjected to being inside

0:49:57.280 --> 0:50:02.120
<v Speaker 1>the technology and it's completely surround this. I always pictured

0:50:02.200 --> 0:50:08.640
<v Speaker 1>him as kind of a it's funny processor, like a

0:50:08.640 --> 0:50:13.759
<v Speaker 1>food processor, because he's kind of like a juicer. You

0:50:13.880 --> 0:50:17.160
<v Speaker 1>think about it. You know, he brings in these programs

0:50:17.239 --> 0:50:20.960
<v Speaker 1>and he these entities and then he juices them to

0:50:21.040 --> 0:50:27.880
<v Speaker 1>extract their information. And I'll tell you a little funny

0:50:28.640 --> 0:50:33.280
<v Speaker 1>um story about the m c P and Flynn, which

0:50:33.360 --> 0:50:39.640
<v Speaker 1>is that I didn't know that Jeff who's contribution. I

0:50:39.719 --> 0:50:42.920
<v Speaker 1>can't stop bragging about how you know, great he is

0:50:42.920 --> 0:50:46.799
<v Speaker 1>in that role, but um, and I cast him, so

0:50:48.040 --> 0:50:51.680
<v Speaker 1>the h that was my contribution. He did the rest,

0:50:52.000 --> 0:50:57.239
<v Speaker 1>but he Um, I didn't know he was going to

0:50:57.360 --> 0:51:02.640
<v Speaker 1>do this clue persona. And so we started filming the

0:51:02.760 --> 0:51:05.200
<v Speaker 1>tank scene and he was doing it and it was

0:51:05.239 --> 0:51:08.520
<v Speaker 1>really cool and it was a daring move on his part.

0:51:09.000 --> 0:51:11.680
<v Speaker 1>But then the m c P the recognizers come and

0:51:11.680 --> 0:51:13.560
<v Speaker 1>they capture Clue and then they put him in the

0:51:13.680 --> 0:51:18.920
<v Speaker 1>m c P and uh, he starts getting d rez

0:51:19.560 --> 0:51:23.440
<v Speaker 1>and then he starts screaming for his life and Jeff

0:51:23.560 --> 0:51:27.600
<v Speaker 1>delivers this great, you know, heartfelt moment of like, you know,

0:51:28.360 --> 0:51:31.880
<v Speaker 1>I'm not giving into you, MCP. But he doesn't do

0:51:31.960 --> 0:51:35.560
<v Speaker 1>it in the clue voice. He does it as in

0:51:35.640 --> 0:51:40.560
<v Speaker 1>his real voice, and neither of us caught that. No

0:51:40.600 --> 0:51:44.759
<v Speaker 1>one caught that inconsistency that if you think about it,

0:51:44.920 --> 0:51:47.279
<v Speaker 1>that should have been in the Clue program voice but

0:51:48.280 --> 0:51:51.560
<v Speaker 1>and you know, but it isn't. And it's a little

0:51:51.600 --> 0:51:54.239
<v Speaker 1>bit like it's kind of freaky because it's a little

0:51:54.239 --> 0:51:56.839
<v Speaker 1>bit like Clue was dying. And then the last thing

0:51:56.880 --> 0:52:01.400
<v Speaker 1>he did was act like you know, a user just

0:52:01.600 --> 0:52:05.560
<v Speaker 1>before the end. So that's you know, was kind of

0:52:05.560 --> 0:52:08.440
<v Speaker 1>a happy accident. But anyway, the the m c P

0:52:08.719 --> 0:52:12.880
<v Speaker 1>was was like, you know, a food processor with people

0:52:14.080 --> 0:52:22.000
<v Speaker 1>or characters. And that design actually did not change all

0:52:22.160 --> 0:52:25.680
<v Speaker 1>that much. I mean it was it was worked over

0:52:25.760 --> 0:52:31.440
<v Speaker 1>brilliantly by sid Mead and improved a lot, but that

0:52:31.600 --> 0:52:37.960
<v Speaker 1>the through line went back years. Well, I guess, uh

0:52:38.000 --> 0:52:43.279
<v Speaker 1>you know, to me just seeing that that image, uh,

0:52:43.360 --> 0:52:49.759
<v Speaker 1>that that enormous had that booming voice, it's consuming the

0:52:49.760 --> 0:52:54.520
<v Speaker 1>the information uh from from other programs. To me today,

0:52:54.600 --> 0:52:56.400
<v Speaker 1>like when I think of the Internet voice, that's the

0:52:56.480 --> 0:52:58.680
<v Speaker 1>voice that's in my head. It's the voice of m

0:52:58.680 --> 0:53:02.319
<v Speaker 1>c P as it's consuming and you know, talking again

0:53:02.360 --> 0:53:07.600
<v Speaker 1>about pressions, like there's so much here about the merging

0:53:08.040 --> 0:53:11.160
<v Speaker 1>of what it is to be human and the technology

0:53:11.200 --> 0:53:15.239
<v Speaker 1>that we created. It really really seems like the singularity,

0:53:15.360 --> 0:53:19.360
<v Speaker 1>like that concept of the singularity of of humans elevating

0:53:19.400 --> 0:53:23.000
<v Speaker 1>themselves to the next level, perhaps merging with machines or

0:53:23.040 --> 0:53:25.960
<v Speaker 1>incorporating machines in some way. Sometimes it doesn't involve that,

0:53:26.000 --> 0:53:28.120
<v Speaker 1>but but a lot of the versions of the Singularity do.

0:53:28.960 --> 0:53:32.040
<v Speaker 1>This seems like, uh, it was very much in that

0:53:32.040 --> 0:53:35.640
<v Speaker 1>that sort of vein, like this idea of you know,

0:53:35.680 --> 0:53:39.520
<v Speaker 1>there were no we didn't use the term user before

0:53:39.600 --> 0:53:43.239
<v Speaker 1>Tron and people didn't know what the word meant, and

0:53:43.280 --> 0:53:46.320
<v Speaker 1>people didn't have computers. I mean, there were no really

0:53:46.760 --> 0:53:50.760
<v Speaker 1>you know, handful, but people were and they were crude

0:53:50.800 --> 0:53:55.680
<v Speaker 1>at best. So, um, this whole idea of your sort

0:53:55.719 --> 0:54:00.799
<v Speaker 1>of your alter ego, your avatar, the you know in

0:54:00.880 --> 0:54:04.560
<v Speaker 1>there in the form of your information that just keeps

0:54:04.640 --> 0:54:10.840
<v Speaker 1>building every year, so that you know, it's it's getting

0:54:10.880 --> 0:54:14.319
<v Speaker 1>to the point where we really are creating, as much

0:54:14.400 --> 0:54:21.120
<v Speaker 1>as possible, a double ganger of ourselves digitally. And I mean,

0:54:22.960 --> 0:54:27.120
<v Speaker 1>I think what's interesting is that Nintendo, I've heard, has

0:54:27.160 --> 0:54:32.480
<v Speaker 1>done studies on how people texture themselves in their mind's eye,

0:54:33.040 --> 0:54:38.600
<v Speaker 1>and they've come to the conclusion that we imagine ourselves

0:54:38.960 --> 0:54:43.640
<v Speaker 1>is somewhat a cartoon version of ourselves. And I think

0:54:43.719 --> 0:54:48.000
<v Speaker 1>that's one of the reasons that Nintendo video games as

0:54:48.040 --> 0:54:50.600
<v Speaker 1>successful and brilliant as they are. I mean, part of

0:54:50.640 --> 0:54:55.800
<v Speaker 1>that success I think comes from working with that theory

0:54:55.920 --> 0:55:00.200
<v Speaker 1>that you know, they're not realistic, and I say think

0:55:00.280 --> 0:55:04.399
<v Speaker 1>that the idea of a realistic double Ganger a sort

0:55:04.400 --> 0:55:09.080
<v Speaker 1>of copy of ourselves. I think that that's a in

0:55:09.120 --> 0:55:15.600
<v Speaker 1>some ways maybe more challenging, and I think that's part

0:55:15.600 --> 0:55:21.279
<v Speaker 1>of the challenge that we're actually facing that you know,

0:55:21.920 --> 0:55:25.680
<v Speaker 1>it's it's a little bit like not only we're creating

0:55:25.680 --> 0:55:31.680
<v Speaker 1>a double Gang or Earth and a digital one. And

0:55:31.840 --> 0:55:34.080
<v Speaker 1>like I said earlier, I think we feel good about

0:55:34.120 --> 0:55:41.080
<v Speaker 1>that because it doesn't confound us like the universe. You know,

0:55:41.640 --> 0:55:44.600
<v Speaker 1>it has problems like hackers and trolls. But yeah, we

0:55:44.640 --> 0:55:49.120
<v Speaker 1>can deal with that. But you know, because ultimately those

0:55:49.120 --> 0:55:57.640
<v Speaker 1>are people are and we don't understand its CEO two. Yeah,

0:55:57.719 --> 0:56:03.440
<v Speaker 1>you know. I uh, well, Stephen Listberger, this has been

0:56:03.480 --> 0:56:06.640
<v Speaker 1>a huge thrill for me to to talk to the

0:56:06.680 --> 0:56:09.680
<v Speaker 1>writer and director of a film that, you know what

0:56:09.800 --> 0:56:13.040
<v Speaker 1>played a big part in my childhood and I watch

0:56:13.120 --> 0:56:16.239
<v Speaker 1>it frequently, so I have inc I want to take

0:56:16.280 --> 0:56:21.239
<v Speaker 1>this opportunity to thank you for your quarters. Oh there

0:56:21.239 --> 0:56:23.800
<v Speaker 1>have been an I didn't even get into the arcades

0:56:24.280 --> 0:56:27.160
<v Speaker 1>section of this, because I mean, you know, I just

0:56:27.200 --> 0:56:30.840
<v Speaker 1>had to had one footnote because I can't resist, which is,

0:56:30.920 --> 0:56:33.080
<v Speaker 1>you know people always talking about, well, the first Tron,

0:56:33.640 --> 0:56:36.720
<v Speaker 1>you know, it didn't make enough money, it wasn't eat well.

0:56:36.920 --> 0:56:41.239
<v Speaker 1>The movie paid for itself as a movie, but the

0:56:41.400 --> 0:56:46.200
<v Speaker 1>video game paid for the entire movie. Too many a

0:56:46.239 --> 0:56:50.560
<v Speaker 1>week's allowance went into disks of Tron for me. I

0:56:50.719 --> 0:56:53.680
<v Speaker 1>remember the full console, like the one you would step

0:56:53.719 --> 0:56:57.360
<v Speaker 1>in and play and uh and yeah, I played a

0:56:57.400 --> 0:57:00.120
<v Speaker 1>lot of that game. Yeah. Do you know about the

0:57:00.160 --> 0:57:03.360
<v Speaker 1>tron right in Shanghai. I have heard about this, I

0:57:03.400 --> 0:57:06.000
<v Speaker 1>have not made my way to Asia yet and set

0:57:06.040 --> 0:57:11.520
<v Speaker 1>it out on YouTube. Tron Shanghai and it's pretty amazing.

0:57:11.760 --> 0:57:16.520
<v Speaker 1>They worked on that ride for over fifteen years. Actually happened. Yeah,

0:57:16.600 --> 0:57:20.520
<v Speaker 1>I've heard. I've heard about a new one to do

0:57:20.600 --> 0:57:23.320
<v Speaker 1>it in Florida now. So I'm really excited about that

0:57:24.400 --> 0:57:27.480
<v Speaker 1>because you know, the thing is, like you said earlier,

0:57:27.600 --> 0:57:30.920
<v Speaker 1>people think of Tron and you know, it's sometimes too

0:57:31.040 --> 0:57:35.439
<v Speaker 1>literally like oh, you know, it's a small world in there.

0:57:35.560 --> 0:57:38.920
<v Speaker 1>You know, it's a small world after all, And but

0:57:39.040 --> 0:57:41.760
<v Speaker 1>it's funny because with the Tron ride, the world of

0:57:41.840 --> 0:57:46.320
<v Speaker 1>Tron is immense. You're small and you get on the ride,

0:57:47.160 --> 0:57:52.200
<v Speaker 1>and in some ways that's the whole you know, that's

0:57:52.640 --> 0:57:55.960
<v Speaker 1>the most thrilling part to be small and have that

0:57:56.040 --> 0:58:00.480
<v Speaker 1>recognizer looming over your head, for instance. Yeah, make that

0:58:00.640 --> 0:58:04.120
<v Speaker 1>lead to realize, oh, you know, this world is not small,

0:58:05.000 --> 0:58:09.080
<v Speaker 1>and so yeah, it's really cool to ride. But anyway, yeah,

0:58:09.240 --> 0:58:13.800
<v Speaker 1>the game and the ride, I mean, I can't wait

0:58:13.840 --> 0:58:16.600
<v Speaker 1>to experience the ride. I really, I really am looking

0:58:16.680 --> 0:58:19.680
<v Speaker 1>forward to that. The game remains one of my favorites.

0:58:19.720 --> 0:58:22.080
<v Speaker 1>I'm a I'm a child of the seventies and eighties,

0:58:22.120 --> 0:58:26.360
<v Speaker 1>so the Arcade experience was really an important one for

0:58:26.400 --> 0:58:31.560
<v Speaker 1>me growing up. Also, Tron obviously being in that realm

0:58:31.560 --> 0:58:33.600
<v Speaker 1>of For a lot of people, it was kind of

0:58:33.600 --> 0:58:37.240
<v Speaker 1>their introduction to this concept of taking taking a very

0:58:37.520 --> 0:58:41.240
<v Speaker 1>abstract idea in the form of computer program and really

0:58:41.280 --> 0:58:43.920
<v Speaker 1>turning it into something relatable. I mean, to have a

0:58:43.920 --> 0:58:46.680
<v Speaker 1>computer program that could technically just be oh, well, this

0:58:46.760 --> 0:58:49.080
<v Speaker 1>is just a spreadsheet program, but no, in this world

0:58:49.160 --> 0:58:54.680
<v Speaker 1>that is a an anthropomorphic creation that can fight for you.

0:58:55.120 --> 0:59:01.040
<v Speaker 1>That's uh pretty amazing concept. I this was a huge

0:59:01.040 --> 0:59:05.680
<v Speaker 1>thrill for me. I thank you so much. Yeah, if

0:59:05.680 --> 0:59:07.720
<v Speaker 1>you get a chance to get a word in. I mean,

0:59:07.800 --> 0:59:10.280
<v Speaker 1>I'll totally be an extra in Tron three. I'm I'm

0:59:10.320 --> 0:59:14.160
<v Speaker 1>happy to be Yeah, just sitting at sitting off at

0:59:14.160 --> 0:59:17.080
<v Speaker 1>the side. I'm perfectly fine. I just want to I

0:59:17.120 --> 0:59:18.680
<v Speaker 1>want to be in the room where it happens as

0:59:18.720 --> 0:59:27.120
<v Speaker 1>they say, thank you for joining me again. Okay, you too. Bye.

0:59:27.880 --> 0:59:30.360
<v Speaker 1>I hope you enjoyed that discussion with Mr Lisburger. I

0:59:30.400 --> 0:59:34.680
<v Speaker 1>could have easily kept talking for another hour or two

0:59:35.000 --> 0:59:36.600
<v Speaker 1>with him, and I get the feeling he would have

0:59:36.640 --> 0:59:38.800
<v Speaker 1>indulged me for as long as he had the time

0:59:38.840 --> 0:59:43.000
<v Speaker 1>to do so. I've always had an appreciation for Tron

0:59:43.120 --> 0:59:46.280
<v Speaker 1>I've always enjoyed that movie ever since it first came out,

0:59:46.800 --> 0:59:50.160
<v Speaker 1>But now that appreciation is even more profound, knowing the

0:59:50.280 --> 0:59:52.960
<v Speaker 1>challenges that the team faced in order to produce this

0:59:53.040 --> 0:59:55.880
<v Speaker 1>movie at the time that it was made, going to

0:59:55.920 --> 0:59:58.920
<v Speaker 1>the point where you would swear that this was computer

0:59:59.000 --> 1:00:02.840
<v Speaker 1>generated imagery, and then knowing that it was hand animated,

1:00:02.960 --> 1:00:08.000
<v Speaker 1>hand drawn on top of actual individual cells of film.

1:00:08.120 --> 1:00:11.680
<v Speaker 1>It's incredible to think of how much work and care

1:00:11.800 --> 1:00:15.080
<v Speaker 1>and love went into this film and created that distinctive

1:00:15.120 --> 1:00:18.000
<v Speaker 1>look and feel. And also, I really do hope I

1:00:18.000 --> 1:00:21.280
<v Speaker 1>can show up in Rawn three The Balls in Your

1:00:21.360 --> 1:00:26.840
<v Speaker 1>Court Disney call me. That wraps up this episode of

1:00:26.880 --> 1:00:29.680
<v Speaker 1>tech Stuff. If you guys have any suggestions for future

1:00:29.760 --> 1:00:32.600
<v Speaker 1>topics that I could cover on this show, write me.

1:00:32.680 --> 1:00:35.760
<v Speaker 1>Why don't you the email address to use this tech

1:00:35.800 --> 1:00:38.280
<v Speaker 1>stuff at how stuff works dot com or you can

1:00:38.360 --> 1:00:41.160
<v Speaker 1>drop me a line on Facebook or Twitter. The handle

1:00:41.280 --> 1:00:43.960
<v Speaker 1>for the show at both of those is tech stuff

1:00:44.280 --> 1:00:47.919
<v Speaker 1>h s W. And of course you can come over

1:00:47.960 --> 1:00:51.240
<v Speaker 1>to twitch dot tv slash tech stuff to watch me

1:00:51.360 --> 1:00:55.640
<v Speaker 1>record shows live on Wednesdays and Friday's. The schedule is

1:00:55.760 --> 1:00:57.760
<v Speaker 1>up there at that link. Just go to twitch dot

1:00:57.840 --> 1:01:00.920
<v Speaker 1>tv slash tech stuff. Joined the chat, be part of

1:01:00.960 --> 1:01:03.400
<v Speaker 1>the crowd. I'm always happy to chat with you guys,

1:01:03.640 --> 1:01:11.480
<v Speaker 1>and I'll talk to you again really soon for more

1:01:11.520 --> 1:01:13.840
<v Speaker 1>on this and thousands of other topics because at house

1:01:13.880 --> 1:01:24.640
<v Speaker 1>stuff works dot com