1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to Tech Stuff, a production from I Heart Radio. 2 00:00:12,280 --> 00:00:14,720 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,800 --> 00:00:17,640 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio. 4 00:00:17,680 --> 00:00:20,640 Speaker 1: It all love all things tech, and you know, back 5 00:00:20,640 --> 00:00:25,280 Speaker 1: in two, Chris Pallette, my original co host, and I 6 00:00:25,320 --> 00:00:28,159 Speaker 1: did a short episode about the video game crash of 7 00:00:28,360 --> 00:00:31,960 Speaker 1: nineteen eighty three. But I think we fell into some 8 00:00:32,000 --> 00:00:33,800 Speaker 1: traps that a lot of people fall into when they 9 00:00:33,840 --> 00:00:36,639 Speaker 1: talk about that, and I figured that we could probably 10 00:00:36,680 --> 00:00:40,120 Speaker 1: go back to a deeper dive in this episode and 11 00:00:40,240 --> 00:00:45,280 Speaker 1: learn about how that all happened. Now, the super short 12 00:00:45,440 --> 00:00:48,800 Speaker 1: version of the story is that here in the United States, 13 00:00:49,360 --> 00:00:52,920 Speaker 1: the home video game market went into a recession after 14 00:00:53,000 --> 00:00:57,800 Speaker 1: it became oversaturated. It was built on a faulty business model, 15 00:00:58,240 --> 00:01:01,120 Speaker 1: really a faulty distribution mode atle which we'll talk about. 16 00:01:01,960 --> 00:01:07,039 Speaker 1: Investors lost confidence in the companies involved, and the entire industry, 17 00:01:07,160 --> 00:01:11,880 Speaker 1: mostly concentrated in a single company, collapsed under its own weight. Now, 18 00:01:11,920 --> 00:01:15,480 Speaker 1: some people given even shorter version, effectively blaming a pair 19 00:01:15,520 --> 00:01:18,960 Speaker 1: of Atari cartridges for the whole thing. But as we'll see, 20 00:01:19,000 --> 00:01:24,360 Speaker 1: that ends up being a little bit reductive, but seemed 21 00:01:24,400 --> 00:01:27,040 Speaker 1: like it would have been a great year for games. 22 00:01:27,400 --> 00:01:29,640 Speaker 1: I mean, if you look at the arcades, Dragons Layer 23 00:01:29,800 --> 00:01:33,919 Speaker 1: and Space Ace, both video games with full hand drawn 24 00:01:34,040 --> 00:01:38,360 Speaker 1: animation from Don Bluth stored on laser disc. They made 25 00:01:38,360 --> 00:01:41,479 Speaker 1: a big splash that year. This was despite the fact 26 00:01:41,480 --> 00:01:44,000 Speaker 1: that player interaction in those games is just limited to 27 00:01:44,600 --> 00:01:48,400 Speaker 1: responding to timed events and pushing on a joystick in 28 00:01:48,440 --> 00:01:51,680 Speaker 1: a particular direction or hitting a button. Um, but you're 29 00:01:51,680 --> 00:01:55,760 Speaker 1: not controlling animated characters the entire time. It's literally like, oh, 30 00:01:55,800 --> 00:01:59,000 Speaker 1: the screen flash to push left. Uh. The Star Wars 31 00:01:59,080 --> 00:02:01,520 Speaker 1: Arcade Machine also came out in nineteen eighty three. That 32 00:02:01,560 --> 00:02:05,800 Speaker 1: one had vector color graphics and lines from the movie. 33 00:02:06,280 --> 00:02:08,360 Speaker 1: By the way, that game remains one of my favorite 34 00:02:08,440 --> 00:02:12,960 Speaker 1: arcade games of all time. Likewise, Spy Hunter another game 35 00:02:13,200 --> 00:02:15,640 Speaker 1: that I consider a top arcade game of all time. 36 00:02:16,080 --> 00:02:17,840 Speaker 1: That one came out in nineteen eighty three. That's the 37 00:02:17,840 --> 00:02:20,600 Speaker 1: game where you control a car. You have an overhead 38 00:02:20,680 --> 00:02:23,200 Speaker 1: view you're controlling of cars that goes down the highway 39 00:02:23,560 --> 00:02:26,160 Speaker 1: and the car's got like all these spy gadgets kidded 40 00:02:26,160 --> 00:02:28,880 Speaker 1: out into it, or it can get them by you know, 41 00:02:29,040 --> 00:02:33,680 Speaker 1: docking with a a U a semitruck that's also on 42 00:02:33,720 --> 00:02:37,080 Speaker 1: the road and you have to shoot bad guys and stuff. 43 00:02:37,360 --> 00:02:39,800 Speaker 1: Super cool game. And a lot of other big titles 44 00:02:39,800 --> 00:02:42,800 Speaker 1: came out that year, like Discs of Tron, Elevator Action, 45 00:02:43,560 --> 00:02:47,440 Speaker 1: Junior pac Man, and Crawl. Okay, so that last one 46 00:02:47,520 --> 00:02:49,880 Speaker 1: wasn't exactly a class arcade game, but it was an 47 00:02:50,000 --> 00:02:53,040 Speaker 1: arcade die in with a science fiction fantasy film that 48 00:02:53,120 --> 00:02:56,600 Speaker 1: I've got a soft spot for. All Right, So we 49 00:02:56,680 --> 00:03:00,480 Speaker 1: can't just jump into nine or even nineteen eighty and 50 00:03:00,560 --> 00:03:03,000 Speaker 1: expect to have a full understanding of what led to 51 00:03:03,040 --> 00:03:07,320 Speaker 1: the industry crash. We really need to understand how this 52 00:03:07,440 --> 00:03:10,600 Speaker 1: all got started in the first place. So we're gonna 53 00:03:10,639 --> 00:03:14,240 Speaker 1: do a quick overview of the birth and evolution of 54 00:03:14,360 --> 00:03:18,240 Speaker 1: video games, both for home consoles and for the arcades, 55 00:03:18,280 --> 00:03:22,360 Speaker 1: because they are tied together somewhat um And also, arcades 56 00:03:22,400 --> 00:03:24,320 Speaker 1: were a thing too once upon a time, just in 57 00:03:24,360 --> 00:03:27,160 Speaker 1: case you weren't aware. I mean, there are some arcades 58 00:03:27,200 --> 00:03:30,720 Speaker 1: still in existence, particularly outside the United States, and you've 59 00:03:30,760 --> 00:03:33,600 Speaker 1: got your stuff like David Busters and whatever, but it's 60 00:03:33,600 --> 00:03:38,720 Speaker 1: not like the old days insert old time and music here. Now. 61 00:03:38,760 --> 00:03:43,400 Speaker 1: Before even the old days, there was a physicist named 62 00:03:43,480 --> 00:03:47,640 Speaker 1: William Higginbotham uh, and this cat was an interesting fellow. 63 00:03:47,680 --> 00:03:50,560 Speaker 1: For one thing, he was a scientist at the Los 64 00:03:50,640 --> 00:03:54,880 Speaker 1: Alamos National Laboratory during World War Two and was part 65 00:03:54,880 --> 00:03:58,480 Speaker 1: of the group that developed the atomic bomb. He worked 66 00:03:58,520 --> 00:04:01,040 Speaker 1: on the electronic side of things, you know, rather than 67 00:04:01,080 --> 00:04:04,680 Speaker 1: the stuff what goes boom side of things. But of 68 00:04:04,720 --> 00:04:07,240 Speaker 1: course all these groups were working together with a common 69 00:04:07,280 --> 00:04:10,640 Speaker 1: goal in mind. Anyway, he was part of the team 70 00:04:10,680 --> 00:04:14,280 Speaker 1: that brought upon us the era of nuclear weapons. He 71 00:04:14,400 --> 00:04:18,000 Speaker 1: also campaigned hard for the world to you know, not 72 00:04:18,040 --> 00:04:20,560 Speaker 1: go ham on nuclear weapons and build them all over 73 00:04:20,600 --> 00:04:24,160 Speaker 1: the place. Also, I should point out that it's not 74 00:04:24,200 --> 00:04:26,360 Speaker 1: like the United States was the only country working toward 75 00:04:26,440 --> 00:04:29,040 Speaker 1: nuclear weapons. And I don't mean to suggest that if 76 00:04:29,080 --> 00:04:32,279 Speaker 1: the US hadn't developed the atomic bomb, no one else 77 00:04:32,279 --> 00:04:35,640 Speaker 1: would have done it. Uh, that surely would have happened. 78 00:04:36,000 --> 00:04:38,640 Speaker 1: It's just that's how history played out, all right. So 79 00:04:38,680 --> 00:04:40,880 Speaker 1: let's get back to the video games, though. So Hagin 80 00:04:40,920 --> 00:04:44,320 Speaker 1: Botham goes to work for the brook Haveven National Laboratory 81 00:04:44,440 --> 00:04:48,279 Speaker 1: after the war, and he worked in a department called Instrumentation, 82 00:04:48,520 --> 00:04:52,279 Speaker 1: and this department built various cathode ray tube or CRT 83 00:04:52,560 --> 00:04:57,000 Speaker 1: displays intended for radar systems. Well, in ninete fifty eight, 84 00:04:57,040 --> 00:05:00,000 Speaker 1: he's told he's gonna create an exhibit to show off 85 00:05:00,040 --> 00:05:03,680 Speaker 1: to people whenever they're touring the lab. And he's like, 86 00:05:04,520 --> 00:05:07,400 Speaker 1: we use systems to display stuff on screens. It's not 87 00:05:07,520 --> 00:05:10,160 Speaker 1: very exciting. I mean, it's radar systems, and unless you've 88 00:05:10,160 --> 00:05:12,200 Speaker 1: got something to pick up, it's you're just looking at 89 00:05:12,240 --> 00:05:14,679 Speaker 1: a screen. So he gets an idea. See, the team 90 00:05:14,720 --> 00:05:19,080 Speaker 1: was using oscilloscopes, and oscilloscopes are used to display wave 91 00:05:19,200 --> 00:05:23,040 Speaker 1: forms of various signals. So when a scilloscope can show 92 00:05:23,040 --> 00:05:27,320 Speaker 1: stuff like a signal's frequency and amplitude, among other things, 93 00:05:27,760 --> 00:05:32,240 Speaker 1: and most importantly for this podcast, it can plot curved lines. 94 00:05:32,680 --> 00:05:37,200 Speaker 1: And when paired with an analog computer that Higginbotham's department had, 95 00:05:37,520 --> 00:05:40,280 Speaker 1: it gave the physicist a chance to design a very 96 00:05:40,360 --> 00:05:45,960 Speaker 1: simple tennis game. A technician named Robert Davorak took Higginbotham's 97 00:05:46,000 --> 00:05:49,560 Speaker 1: plans and built the exhibit, and Higginbotham called it Tennis 98 00:05:49,720 --> 00:05:54,520 Speaker 1: for two. This was in nineteen fifty eight. That's more 99 00:05:54,560 --> 00:05:57,760 Speaker 1: than a decade before we'd see a refined version of 100 00:05:57,800 --> 00:06:01,720 Speaker 1: this called Pong. But the game was different from pong 101 00:06:01,880 --> 00:06:04,400 Speaker 1: in other ways, as well, so pong uses a top 102 00:06:04,560 --> 00:06:09,040 Speaker 1: down view. For the table tennis game, players take control 103 00:06:09,120 --> 00:06:12,839 Speaker 1: of bars that act kind of like paddles or rackets. 104 00:06:12,880 --> 00:06:15,680 Speaker 1: Typically they're taking control on the left and right sides 105 00:06:15,720 --> 00:06:18,039 Speaker 1: of the screen, and it's like you're looking down on 106 00:06:18,200 --> 00:06:21,719 Speaker 1: top of a of a table tennis board and you 107 00:06:21,920 --> 00:06:24,799 Speaker 1: you move these these bars, these paddles up and down 108 00:06:24,880 --> 00:06:27,400 Speaker 1: the screen on your side in order to hit a 109 00:06:27,480 --> 00:06:30,680 Speaker 1: ball back and forth. When the ball encounters either the 110 00:06:30,680 --> 00:06:32,800 Speaker 1: top or bottom edge of the screen, it bounces off 111 00:06:32,880 --> 00:06:35,200 Speaker 1: and heads towards you know, whichever direction it was going. 112 00:06:35,680 --> 00:06:39,080 Speaker 1: But Tennis for two only had two lines in It 113 00:06:39,600 --> 00:06:41,520 Speaker 1: had a line along the bottom of the screen which 114 00:06:41,520 --> 00:06:45,600 Speaker 1: represented the ground, and halfway across the length of this 115 00:06:45,680 --> 00:06:49,960 Speaker 1: line was a short vertical line extending up, so this 116 00:06:50,080 --> 00:06:52,760 Speaker 1: represented the net. So it's like you're looking at a 117 00:06:52,760 --> 00:06:57,080 Speaker 1: tennis court in profile. Players had a dial which allowed 118 00:06:57,080 --> 00:06:59,440 Speaker 1: them to set the angle of the ball, and then 119 00:06:59,600 --> 00:07:02,039 Speaker 1: a butt and you would push the button when the 120 00:07:02,040 --> 00:07:04,240 Speaker 1: ball entered your side of the court, and you would 121 00:07:04,279 --> 00:07:07,080 Speaker 1: use the dial to set the angle of your strike. 122 00:07:07,720 --> 00:07:09,960 Speaker 1: There were no paddles or anything like that on the screen. 123 00:07:10,240 --> 00:07:13,720 Speaker 1: Higginbotham didn't really do anything else with this idea. It 124 00:07:13,800 --> 00:07:16,720 Speaker 1: was just kind of to demonstrate the technology, and even 125 00:07:16,760 --> 00:07:18,720 Speaker 1: though it got a lot of attention, he didn't really 126 00:07:18,720 --> 00:07:21,440 Speaker 1: see any application for it beyond that. Now you could 127 00:07:21,520 --> 00:07:24,720 Speaker 1: argue this was the first video game, but it was 128 00:07:24,800 --> 00:07:28,600 Speaker 1: never a commercial product. But flash forward to the nineteen sixties. 129 00:07:28,760 --> 00:07:32,080 Speaker 1: An engineer named Ralph Bear was working for a company 130 00:07:32,120 --> 00:07:36,120 Speaker 1: called Sanders Associates, Incorporated. He was exploring how the company 131 00:07:36,200 --> 00:07:40,120 Speaker 1: might make a companion technology for the television, which had 132 00:07:40,160 --> 00:07:43,120 Speaker 1: proven to be quite popular by the nineteen sixties. So 133 00:07:43,160 --> 00:07:45,320 Speaker 1: the idea was that most folks already had a TV, 134 00:07:45,600 --> 00:07:49,240 Speaker 1: and so creating something that could expand the capabilities of 135 00:07:49,280 --> 00:07:52,840 Speaker 1: a TV would tap into a pre existing market, a 136 00:07:52,960 --> 00:07:56,600 Speaker 1: market that already was proven to have spent money on 137 00:07:56,880 --> 00:08:00,880 Speaker 1: a appliance as expensive as a television. So there and 138 00:08:01,240 --> 00:08:05,240 Speaker 1: two bills, Bill Rush and Bill Harrison began developing a 139 00:08:05,320 --> 00:08:07,640 Speaker 1: box you could connect to a television that would allow 140 00:08:07,680 --> 00:08:10,720 Speaker 1: you to play games on the TV. And the engineers 141 00:08:10,760 --> 00:08:14,120 Speaker 1: built a few prototypes, and we typically referred to them 142 00:08:14,160 --> 00:08:17,080 Speaker 1: as the brown boxes because they were covered in a 143 00:08:17,200 --> 00:08:19,120 Speaker 1: veneer that made them look like they were made out 144 00:08:19,160 --> 00:08:22,480 Speaker 1: of wood. They created a version of table tennis that 145 00:08:22,600 --> 00:08:25,440 Speaker 1: used controllers with three knobs and a button on them. 146 00:08:26,160 --> 00:08:30,520 Speaker 1: The knobs or dials controlled the paddles and the ball 147 00:08:30,560 --> 00:08:33,560 Speaker 1: itself in fact, so one dial was to control the 148 00:08:33,600 --> 00:08:38,240 Speaker 1: horizontal movement of a paddle. And remember this is a 149 00:08:38,280 --> 00:08:40,800 Speaker 1: table tennis that you're looking at either the left side 150 00:08:40,840 --> 00:08:43,320 Speaker 1: or the right side of the screen, So by controlling 151 00:08:43,320 --> 00:08:46,200 Speaker 1: your horizontal movement, you can move closer to or further 152 00:08:46,320 --> 00:08:49,760 Speaker 1: away from the net in the center or the center line. 153 00:08:50,400 --> 00:08:53,160 Speaker 1: And then the second dial controlled the vertical movement of 154 00:08:53,200 --> 00:08:55,040 Speaker 1: the paddle, so that lets you move up and down 155 00:08:55,080 --> 00:08:57,280 Speaker 1: in order to intercept the ball before it would pass 156 00:08:57,320 --> 00:09:00,320 Speaker 1: you and go beyond your side. And then the third 157 00:09:00,360 --> 00:09:02,960 Speaker 1: dial would actually control the movement of the ball itself, 158 00:09:03,040 --> 00:09:05,959 Speaker 1: so once your paddle had hit the ball, you could 159 00:09:06,040 --> 00:09:09,440 Speaker 1: use this third dial to put quote unquote English on 160 00:09:09,480 --> 00:09:12,760 Speaker 1: the ball after you'd already hit it. So not really realistic, 161 00:09:12,800 --> 00:09:14,920 Speaker 1: but you can control the path of the ball by 162 00:09:15,000 --> 00:09:16,600 Speaker 1: turning this dial, so you can make it go up 163 00:09:16,679 --> 00:09:18,720 Speaker 1: or down, or you can make it go up and 164 00:09:18,720 --> 00:09:21,120 Speaker 1: down really fast as you're heading towards the other side, 165 00:09:21,160 --> 00:09:24,240 Speaker 1: in an effort to make sure your opponent can't hit it. 166 00:09:24,679 --> 00:09:27,680 Speaker 1: So you could actually skew the direction of the ball 167 00:09:27,800 --> 00:09:30,599 Speaker 1: as it left your paddle. If your opponent managed to 168 00:09:30,679 --> 00:09:32,200 Speaker 1: hit the ball well, then you would no longer be 169 00:09:32,240 --> 00:09:34,960 Speaker 1: able to control its movement. You wouldn't want to anyway, 170 00:09:35,200 --> 00:09:37,520 Speaker 1: because you would be, you know, focusing too much on 171 00:09:37,559 --> 00:09:39,600 Speaker 1: trying to make sure you move your paddle in the 172 00:09:39,679 --> 00:09:44,559 Speaker 1: right spot to intercept the returning ball. So Sanders Associates 173 00:09:44,559 --> 00:09:47,520 Speaker 1: filed a patent on this design and got it, and 174 00:09:47,559 --> 00:09:51,240 Speaker 1: they looked for buyers, and a company called Magnavox, that's 175 00:09:51,240 --> 00:09:53,760 Speaker 1: a company I should cover in depth at some point 176 00:09:54,360 --> 00:09:58,520 Speaker 1: licensed this design in nine and began working on a 177 00:09:58,559 --> 00:10:02,240 Speaker 1: consumer version of the prototype technology. And this would become 178 00:10:02,280 --> 00:10:07,840 Speaker 1: the first Magnavox Odyssey console, which essentially played table tennis 179 00:10:08,520 --> 00:10:11,160 Speaker 1: without being able to keep score. That you had to 180 00:10:11,240 --> 00:10:14,959 Speaker 1: keep score, you know, on your own. Uh. The Magnavox 181 00:10:15,000 --> 00:10:19,000 Speaker 1: Odyssey came out in September nineteen seventy two. The console 182 00:10:19,000 --> 00:10:23,040 Speaker 1: could accept game cards. These were printed circuit boards that 183 00:10:23,080 --> 00:10:26,760 Speaker 1: were kind of like a proto cartridge. UH. The cards 184 00:10:26,800 --> 00:10:30,000 Speaker 1: modified how the console would send signals to a television 185 00:10:30,320 --> 00:10:33,840 Speaker 1: and how it would interpret inputs, which gave the players 186 00:10:33,880 --> 00:10:36,800 Speaker 1: a few different game types that were all mostly based 187 00:10:36,880 --> 00:10:40,959 Speaker 1: off of table tennis. Magnavox even created the first video 188 00:10:41,000 --> 00:10:43,840 Speaker 1: game console peripheral. For an extra charge, you could buy 189 00:10:43,880 --> 00:10:46,840 Speaker 1: a light gun that you could use with some basic 190 00:10:46,960 --> 00:10:50,800 Speaker 1: shooting games. Again, um, just like you know, they would 191 00:10:50,800 --> 00:10:53,440 Speaker 1: display a white square in your TV and you would 192 00:10:53,480 --> 00:10:55,720 Speaker 1: aim the light gun to it, pull the trigger, and 193 00:10:55,800 --> 00:10:58,880 Speaker 1: if it had detected that the white square was in 194 00:10:58,920 --> 00:11:02,280 Speaker 1: the sight of the gun, then it counted as a hit. Well, 195 00:11:02,280 --> 00:11:05,920 Speaker 1: the Odyssey would enjoy some modest success. Some would say 196 00:11:05,920 --> 00:11:08,760 Speaker 1: it was actually a failure. It would eventually sell around 197 00:11:08,800 --> 00:11:11,760 Speaker 1: three units when all of a sudden done, but early 198 00:11:11,840 --> 00:11:14,880 Speaker 1: on it wasn't making that much of an impact, except 199 00:11:15,240 --> 00:11:17,800 Speaker 1: it would have a huge impact on the history of 200 00:11:17,880 --> 00:11:21,320 Speaker 1: video games, just not necessarily on the consumer market right 201 00:11:21,360 --> 00:11:24,640 Speaker 1: off the go, because one person who saw the Magnavox 202 00:11:24,640 --> 00:11:28,680 Speaker 1: Odyssey and Action was Nolan Bushnell. Now Bushnell and his 203 00:11:28,920 --> 00:11:32,920 Speaker 1: partner Ted Dabney had created the first arcade video game 204 00:11:33,000 --> 00:11:37,000 Speaker 1: in nine under a company that was called Scissor G. 205 00:11:37,840 --> 00:11:41,600 Speaker 1: And this arcade game was called Computer Space, And in turn, 206 00:11:41,720 --> 00:11:44,400 Speaker 1: this was based off a game that had been created 207 00:11:44,400 --> 00:11:46,600 Speaker 1: by folks at M I T way back in nineteen 208 00:11:46,640 --> 00:11:51,440 Speaker 1: sixty two. Called Space War. Now I emphasized that title 209 00:11:51,520 --> 00:11:55,520 Speaker 1: because the actual title has an exclamation point after the 210 00:11:55,559 --> 00:12:01,360 Speaker 1: word space War. Anyway, computer Space was largely an adaptation 211 00:12:01,360 --> 00:12:04,679 Speaker 1: of Space War, and it would become the first commercial 212 00:12:04,840 --> 00:12:09,559 Speaker 1: arcade game, but it wasn't particularly successful. However, Bushnell thought 213 00:12:09,600 --> 00:12:12,000 Speaker 1: there's gonna be a big business in video games, and 214 00:12:12,040 --> 00:12:14,440 Speaker 1: so he was convinced that they needed to stick with 215 00:12:14,520 --> 00:12:18,240 Speaker 1: this kind of this market. So he goes off and 216 00:12:18,280 --> 00:12:21,600 Speaker 1: then found the company Atari, specifically with the goal of 217 00:12:21,640 --> 00:12:26,040 Speaker 1: creating games that the company would then license to manufacturers. 218 00:12:26,080 --> 00:12:29,360 Speaker 1: So the original idea was that Atari would create the 219 00:12:29,400 --> 00:12:33,640 Speaker 1: i P and would program a game, but then effectively 220 00:12:33,720 --> 00:12:38,040 Speaker 1: sell that design to some established gaming company like Bally 221 00:12:38,280 --> 00:12:44,040 Speaker 1: or Williams. Bushnell hired on an engineer named Alan Alcorn. Now, 222 00:12:44,360 --> 00:12:47,640 Speaker 1: the video game world is really young at this point, 223 00:12:47,720 --> 00:12:50,480 Speaker 1: like pretty much the only people who have made any 224 00:12:50,520 --> 00:12:53,920 Speaker 1: games were engineers and programmers who are really just trying 225 00:12:53,960 --> 00:12:57,360 Speaker 1: to create fun ways to misuse company or research lab 226 00:12:57,440 --> 00:13:01,600 Speaker 1: or university property. Like, they weren't games for the general public. 227 00:13:01,600 --> 00:13:04,040 Speaker 1: They were typically making games for themselves and for the 228 00:13:04,080 --> 00:13:07,960 Speaker 1: folks who worked closely with them. And Alcorn had no 229 00:13:08,080 --> 00:13:11,679 Speaker 1: experience in creating games. So Bushnell decided to give him 230 00:13:11,720 --> 00:13:16,000 Speaker 1: the assignment of making a table tennis game similar to 231 00:13:16,200 --> 00:13:20,160 Speaker 1: the Magnavox Odyssey home console game, but this time in 232 00:13:20,600 --> 00:13:23,680 Speaker 1: arcade format, so not a home console, but like an 233 00:13:23,800 --> 00:13:26,840 Speaker 1: arcade cabinet that you would encounter in a place like 234 00:13:27,160 --> 00:13:30,439 Speaker 1: a theater or a bar, because this isn't the time 235 00:13:30,480 --> 00:13:34,959 Speaker 1: before arcades themselves, so this was kind of like a 236 00:13:34,960 --> 00:13:39,720 Speaker 1: programming exercise for Alcorn. So Alcorn pretty much reinvents the 237 00:13:39,760 --> 00:13:43,720 Speaker 1: table tennis game we saw with the Magnavox Odyssey, which 238 00:13:43,760 --> 00:13:45,920 Speaker 1: again Bushnell had actually had a chance to see in 239 00:13:46,000 --> 00:13:50,800 Speaker 1: person before it was released, and Uh and Pong would 240 00:13:50,800 --> 00:13:54,600 Speaker 1: be the result of this. He created an interesting variation 241 00:13:54,800 --> 00:13:58,600 Speaker 1: on this table tennis game. For one thing, it could 242 00:13:58,679 --> 00:14:01,600 Speaker 1: keep score so you didn't have remember it. For another, 243 00:14:01,640 --> 00:14:04,400 Speaker 1: he went so far as to program the little bars 244 00:14:04,440 --> 00:14:07,840 Speaker 1: that act like your paddles or your your rackets. They 245 00:14:07,840 --> 00:14:14,680 Speaker 1: actually have computationally different angled surfaces along the front of 246 00:14:14,720 --> 00:14:18,080 Speaker 1: the bar. So that's just mathematics at this point. So 247 00:14:18,120 --> 00:14:21,000 Speaker 1: by that, I mean if you were to look at them, 248 00:14:21,120 --> 00:14:24,240 Speaker 1: they would be rectangular, right they don't. They wouldn't look angular. 249 00:14:24,480 --> 00:14:29,040 Speaker 1: They're just the rectangles but mathematically there are different sections 250 00:14:29,080 --> 00:14:32,320 Speaker 1: of the bar that act like a slightly different angle 251 00:14:32,480 --> 00:14:35,960 Speaker 1: of attack of a paddle. So if you hit the 252 00:14:36,640 --> 00:14:41,200 Speaker 1: ball smack dab in the middle of your um, your 253 00:14:41,440 --> 00:14:45,320 Speaker 1: your paddle, you would have a pretty simple deflection. If 254 00:14:45,320 --> 00:14:46,760 Speaker 1: it was coming straight at you and you hit it 255 00:14:46,920 --> 00:14:50,440 Speaker 1: right dead in the center, it would go straight back um. 256 00:14:50,480 --> 00:14:51,960 Speaker 1: If it was coming at an angle, then it would 257 00:14:52,000 --> 00:14:55,080 Speaker 1: bounce off at a ninety degree angle deflection. But if 258 00:14:55,080 --> 00:14:57,920 Speaker 1: it hit other parts of the bar, like toward the end, 259 00:14:58,440 --> 00:15:01,960 Speaker 1: they would have a more severe deflection, a sharper angle. 260 00:15:02,480 --> 00:15:05,920 Speaker 1: So where you hit the ball with your paddle would 261 00:15:06,040 --> 00:15:09,400 Speaker 1: change the way the ball flew back towards your opponent. 262 00:15:09,720 --> 00:15:12,240 Speaker 1: It was neat that he was able to mathematically do 263 00:15:12,320 --> 00:15:17,120 Speaker 1: this anyway. Atari would choose to manufacture pong itself rather 264 00:15:17,160 --> 00:15:19,400 Speaker 1: than license it to some other company. There's this whole 265 00:15:19,400 --> 00:15:23,520 Speaker 1: story about how Atari had approached a couple of different 266 00:15:23,520 --> 00:15:27,880 Speaker 1: companies about the possibility of making pong and then told 267 00:15:27,920 --> 00:15:30,080 Speaker 1: each of the companies, Hey, it turns out the other 268 00:15:30,200 --> 00:15:33,440 Speaker 1: guys aren't interested in making this for us, which then 269 00:15:33,800 --> 00:15:37,160 Speaker 1: discouraged the company. So they backed out that that was 270 00:15:37,160 --> 00:15:39,520 Speaker 1: Atri's plan because they wanted to make it themselves, but 271 00:15:39,560 --> 00:15:41,880 Speaker 1: they first had to get out of this commitment that 272 00:15:41,960 --> 00:15:43,920 Speaker 1: they were going to make it for some other company. 273 00:15:43,920 --> 00:15:46,280 Speaker 1: So they did that. They went out and they got 274 00:15:46,360 --> 00:15:49,560 Speaker 1: a line of credit in order to produce this. Because 275 00:15:49,560 --> 00:15:51,480 Speaker 1: Atari was still a very young company, didn't have a 276 00:15:51,480 --> 00:15:55,280 Speaker 1: lot of money, and manufacturing an arcade machine is expensive. 277 00:15:55,320 --> 00:15:57,520 Speaker 1: You have to go through the whole manufacturing process, so 278 00:15:58,160 --> 00:16:00,720 Speaker 1: this was a big risk, but it paid off. Pong 279 00:16:00,800 --> 00:16:04,400 Speaker 1: would become the first commercially successful arcade game. It would 280 00:16:04,400 --> 00:16:09,720 Speaker 1: also prompt Magnavox to sue Atari for patent infringement, saying, hey, 281 00:16:09,960 --> 00:16:13,200 Speaker 1: we paid for this patent and you clearly have copied it, 282 00:16:14,080 --> 00:16:18,960 Speaker 1: so what's up with that. This lawsuit would eventually get 283 00:16:19,000 --> 00:16:22,760 Speaker 1: settled out of court. Now, Atari would subsequently make its 284 00:16:22,800 --> 00:16:27,080 Speaker 1: own table tennis video game console, which it called, fittingly enough, 285 00:16:27,280 --> 00:16:32,440 Speaker 1: Home Pong. They released that console in the original Odyssey 286 00:16:32,480 --> 00:16:34,320 Speaker 1: had been on the market for a few years at 287 00:16:34,320 --> 00:16:37,200 Speaker 1: that point, and Atari would sell around a hundred fifties 288 00:16:37,200 --> 00:16:41,920 Speaker 1: thousand units all told, so, you know, still not a 289 00:16:42,000 --> 00:16:45,000 Speaker 1: huge number in the grand scheme of things. Now, Pong 290 00:16:45,120 --> 00:16:48,200 Speaker 1: the arcade game was wildly successful, and you can kind 291 00:16:48,240 --> 00:16:50,320 Speaker 1: of understand why I mean, the game is simple, so 292 00:16:50,360 --> 00:16:53,200 Speaker 1: it's really easy to understand how to play, unlike say 293 00:16:53,200 --> 00:16:57,840 Speaker 1: Computer Space, which was notoriously complicated. It only costs to 294 00:16:57,920 --> 00:17:03,000 Speaker 1: play Pong for a session, whereas home consoles were upwards 295 00:17:03,000 --> 00:17:06,040 Speaker 1: of a hundred dollars, and when we adjust for inflation, 296 00:17:06,080 --> 00:17:09,160 Speaker 1: that's around the same as six hundred twenty bucks today. 297 00:17:09,320 --> 00:17:14,280 Speaker 1: So while the home consoles were moving okay, the arcade 298 00:17:14,320 --> 00:17:17,119 Speaker 1: was doing a little bit better. Between nineteen seventy two 299 00:17:17,119 --> 00:17:19,680 Speaker 1: and nineteen seventy seven, pretty much all the video game 300 00:17:19,720 --> 00:17:23,399 Speaker 1: home consoles were focused mainly on table tennis, are games 301 00:17:23,400 --> 00:17:27,440 Speaker 1: that were very slight variations on table tennis, So in 302 00:17:27,520 --> 00:17:31,520 Speaker 1: other words, everything was Pong pretty much like it may 303 00:17:31,560 --> 00:17:33,920 Speaker 1: not be called Pong because that was an Atari thing, 304 00:17:34,520 --> 00:17:37,440 Speaker 1: but they were all essentially Pong. So there were numerous 305 00:17:37,440 --> 00:17:40,919 Speaker 1: copycats out there, and there was a massive oversaturation of 306 00:17:41,040 --> 00:17:44,760 Speaker 1: first generation consoles, and they pretty much all played Pong 307 00:17:44,880 --> 00:17:47,760 Speaker 1: or some variation of that, and by nineteen seventy seven 308 00:17:47,760 --> 00:17:50,639 Speaker 1: that had all played out. Dozens of companies that had 309 00:17:50,680 --> 00:17:52,959 Speaker 1: jumped into the market in an effort to cash in 310 00:17:53,040 --> 00:17:55,800 Speaker 1: on what was seen as a craze found themselves over 311 00:17:55,880 --> 00:17:58,880 Speaker 1: extended and many of them would go out of business, 312 00:17:59,280 --> 00:18:00,760 Speaker 1: and it was a tough sell. I mean, a lot 313 00:18:00,840 --> 00:18:04,240 Speaker 1: of folks who were interested in video table tennis had 314 00:18:04,240 --> 00:18:07,800 Speaker 1: already bought a console, and since all the consoles offered 315 00:18:08,080 --> 00:18:11,680 Speaker 1: more or less what wasn't a largely identical experience, there 316 00:18:11,720 --> 00:18:13,800 Speaker 1: wasn't much reason to go out and buy another one. Right, 317 00:18:13,880 --> 00:18:16,440 Speaker 1: you already have a Pong machine. You don't need another one, 318 00:18:17,040 --> 00:18:20,159 Speaker 1: So why would you shell out a hundred dollars or 319 00:18:20,200 --> 00:18:23,600 Speaker 1: more to buy something that you essentially already have. So 320 00:18:23,640 --> 00:18:26,959 Speaker 1: the arcade game business wasn't in much better shape at 321 00:18:27,000 --> 00:18:29,520 Speaker 1: this point. While Pong had been a high point in 322 00:18:29,560 --> 00:18:33,480 Speaker 1: the arcade industry, there was a real lag and innovation 323 00:18:33,560 --> 00:18:37,840 Speaker 1: in the arcade space, and so the whole industry, consoles 324 00:18:37,880 --> 00:18:39,879 Speaker 1: and arcade went into a bit of a recession. In 325 00:18:41,280 --> 00:18:44,080 Speaker 1: by in the night a game would come out that 326 00:18:44,119 --> 00:18:47,320 Speaker 1: would breathe new life into the arcade industry and later 327 00:18:47,400 --> 00:18:50,800 Speaker 1: on into the home video game market. We'll find out 328 00:18:50,800 --> 00:18:53,720 Speaker 1: which game that was when we come back from this 329 00:18:53,920 --> 00:19:06,000 Speaker 1: short break. Okay. So there was this early glut of 330 00:19:06,080 --> 00:19:09,000 Speaker 1: table tennis based video game consoles in the early to 331 00:19:09,119 --> 00:19:12,960 Speaker 1: mid seventies, and that market ultimately collapsed By the time 332 00:19:12,960 --> 00:19:15,440 Speaker 1: the dust had cleared, only a few companies were still 333 00:19:15,480 --> 00:19:18,560 Speaker 1: in that market. Atari was one of them. Atari had 334 00:19:18,600 --> 00:19:22,119 Speaker 1: continued making arcade machines as well as some consoles and 335 00:19:22,200 --> 00:19:25,639 Speaker 1: handheld devices as well. You probably wouldn't be surprised to 336 00:19:25,720 --> 00:19:27,639 Speaker 1: learn that a lot of those still remained kind of 337 00:19:27,760 --> 00:19:31,080 Speaker 1: Pong inspired, because that game had been such a big 338 00:19:31,119 --> 00:19:33,560 Speaker 1: success for Atari. It was something that the company was 339 00:19:33,640 --> 00:19:36,760 Speaker 1: leaning on. Some of the other titles that were uh 340 00:19:36,800 --> 00:19:40,080 Speaker 1: the Atari was producing we're racing game titles. They had 341 00:19:40,080 --> 00:19:42,119 Speaker 1: a couple of military games, like some games where you 342 00:19:42,119 --> 00:19:45,560 Speaker 1: would control a tank or a jet fighter game. Also, 343 00:19:45,600 --> 00:19:48,600 Speaker 1: in nineteen seventy six, Bushnell made a deal to sell 344 00:19:48,680 --> 00:19:52,520 Speaker 1: Atari to Warner Communications, and he stayed on for a 345 00:19:52,560 --> 00:19:56,879 Speaker 1: short while anyway, to continue to lead Atari. But lots 346 00:19:56,920 --> 00:19:59,240 Speaker 1: of other companies that tried to cash in on the 347 00:19:59,320 --> 00:20:02,679 Speaker 1: video tape old tennis trend. We're not so fortunate. And 348 00:20:02,720 --> 00:20:05,359 Speaker 1: once the market was saturated, you know, once pretty much 349 00:20:05,359 --> 00:20:06,960 Speaker 1: all the folks who one of one of these things 350 00:20:07,040 --> 00:20:09,840 Speaker 1: had one, there was nowhere to go. Plus, the second 351 00:20:09,840 --> 00:20:12,479 Speaker 1: generation of consoles were beginning to come out, and that 352 00:20:12,560 --> 00:20:15,320 Speaker 1: was the real nail in the coffin, and a big 353 00:20:15,400 --> 00:20:20,119 Speaker 1: change with these consoles is that these were predominantly cartridge based. 354 00:20:20,480 --> 00:20:25,200 Speaker 1: So instead of hardwiring games into the console itself, where 355 00:20:25,440 --> 00:20:28,359 Speaker 1: the console is limited to which every games were programmed 356 00:20:28,480 --> 00:20:32,720 Speaker 1: onto the the actual circuit boards of the console. Programmers 357 00:20:33,040 --> 00:20:36,000 Speaker 1: were designing games that a company would print onto a 358 00:20:36,040 --> 00:20:38,880 Speaker 1: circuit board that was housed inside a cartridge. You would 359 00:20:38,880 --> 00:20:42,639 Speaker 1: plug the cartridge into a console and the console could 360 00:20:42,720 --> 00:20:45,280 Speaker 1: run the game. So this was kind of like if 361 00:20:45,280 --> 00:20:48,280 Speaker 1: you were actually physically switching out part of a circuit 362 00:20:48,359 --> 00:20:51,120 Speaker 1: board in the console every time you were playing a game. 363 00:20:51,160 --> 00:20:53,760 Speaker 1: That's effectively what you were doing. The games were all 364 00:20:53,800 --> 00:20:58,000 Speaker 1: written in ROM format. ROM stands for read only memory. 365 00:20:58,359 --> 00:21:01,680 Speaker 1: That means that a machine can only pull from the 366 00:21:01,760 --> 00:21:05,600 Speaker 1: data that's stored on that cartridge. It cannot change or 367 00:21:05,720 --> 00:21:09,520 Speaker 1: overwrite that data. RAM memory is non volatile, meaning the 368 00:21:09,560 --> 00:21:11,879 Speaker 1: game would always exist on that cartridge unless you were 369 00:21:11,880 --> 00:21:15,159 Speaker 1: to actually physically damage the cartridge itself. It's it is 370 00:21:15,280 --> 00:21:20,720 Speaker 1: a physical program on a circuit board. Now, this switch 371 00:21:20,840 --> 00:21:23,760 Speaker 1: to cartridges allowed companies to make consoles that could run 372 00:21:23,880 --> 00:21:26,639 Speaker 1: any number of games. You just had to program it 373 00:21:26,720 --> 00:21:30,119 Speaker 1: onto a ROM and have that housed in a cartridge 374 00:21:30,200 --> 00:21:32,639 Speaker 1: and have it be compatible with the machine. Then you 375 00:21:32,680 --> 00:21:35,240 Speaker 1: were off to the races. And in the beginning, each 376 00:21:35,240 --> 00:21:38,720 Speaker 1: company making a console had its own game titles, like 377 00:21:38,760 --> 00:21:41,520 Speaker 1: they were producing their own games. So a few of 378 00:21:41,560 --> 00:21:43,680 Speaker 1: the big consoles to come out around that time, where 379 00:21:43,680 --> 00:21:46,600 Speaker 1: the Callika Vision it was actually one of the later ones, 380 00:21:47,000 --> 00:21:51,359 Speaker 1: Mattel's in television, the Magnavox Odyssey to which was a 381 00:21:51,400 --> 00:21:55,439 Speaker 1: cartridge based game console, and of course the giant in 382 00:21:55,480 --> 00:22:00,960 Speaker 1: the space, the Atari Video Computer System or VCS, better 383 00:22:01,000 --> 00:22:04,000 Speaker 1: known to me at least as the Atari twenty hundred. 384 00:22:04,480 --> 00:22:07,920 Speaker 1: Now there were other consoles as well. Um. In fact, 385 00:22:08,040 --> 00:22:11,040 Speaker 1: sometimes people cite that as one of the reasons for 386 00:22:11,119 --> 00:22:13,920 Speaker 1: the video game crash, as we'll learn not so much. 387 00:22:14,680 --> 00:22:18,120 Speaker 1: And really these four consoles were the most popular by far, 388 00:22:18,280 --> 00:22:22,560 Speaker 1: and the Attori twenty hundred commanded the overwhelming share of 389 00:22:22,600 --> 00:22:26,760 Speaker 1: the market. Um depending upon which source you look at, 390 00:22:27,119 --> 00:22:30,479 Speaker 1: Atari would ultimately sell between twenty five million and thirty 391 00:22:30,560 --> 00:22:37,000 Speaker 1: million at twenty units. So that's a lot, especially when 392 00:22:37,040 --> 00:22:40,800 Speaker 1: you look at second place in television, which depending upon 393 00:22:41,240 --> 00:22:43,760 Speaker 1: which source you're looking at, sold between two and three 394 00:22:43,840 --> 00:22:47,520 Speaker 1: million units, so twenty to thirty million units for they 395 00:22:48,320 --> 00:22:51,639 Speaker 1: two to three million for second place, which was in television. 396 00:22:52,800 --> 00:22:57,160 Speaker 1: Atari was the home video game market in in many 397 00:22:57,240 --> 00:22:59,560 Speaker 1: respects Now, I should also add that the Atari twenty 398 00:22:59,560 --> 00:23:02,119 Speaker 1: six it came out a year before The Odyssey to, 399 00:23:02,720 --> 00:23:06,199 Speaker 1: two years before in television, and five years before the 400 00:23:06,200 --> 00:23:08,800 Speaker 1: Collique of Vision, so it really had a head start 401 00:23:08,840 --> 00:23:11,600 Speaker 1: in the market when you compare it to the others. Now, 402 00:23:11,600 --> 00:23:16,199 Speaker 1: the sold okay at launch. It didn't. It didn't do 403 00:23:16,320 --> 00:23:20,359 Speaker 1: badly when it debuted in ninety seven, but it also 404 00:23:20,560 --> 00:23:23,600 Speaker 1: was not a runaway hit. It wasn't like a viral 405 00:23:23,720 --> 00:23:28,160 Speaker 1: marketing sensation. It retailed for just under two hundred dollars, 406 00:23:28,200 --> 00:23:30,320 Speaker 1: so when you adjust that for inflation, it would be 407 00:23:30,359 --> 00:23:33,280 Speaker 1: more than eight hundred bucks today. So when you look 408 00:23:33,320 --> 00:23:35,280 Speaker 1: at a console and you see that's like six hundred 409 00:23:35,280 --> 00:23:37,639 Speaker 1: dollars and you think, wow, that's expensive, keep in mind 410 00:23:38,040 --> 00:23:42,359 Speaker 1: the Atari twenty hundred when it first debuted was sold 411 00:23:42,400 --> 00:23:45,479 Speaker 1: for the equivalent of eight hundred dollars today. And I 412 00:23:45,560 --> 00:23:47,400 Speaker 1: had one of these things, and I think about how 413 00:23:47,480 --> 00:23:49,600 Speaker 1: much my parents must have had to save to give 414 00:23:49,640 --> 00:23:52,600 Speaker 1: me that. Now, granted I got mine a little later 415 00:23:52,600 --> 00:23:54,840 Speaker 1: in the life cycle, it probably wasn't sold at the 416 00:23:54,880 --> 00:23:59,920 Speaker 1: full two d dollars. But still my parents were teachers. Anyway, 417 00:24:00,280 --> 00:24:03,600 Speaker 1: I don't mean to turn this into a Jonathan realizes 418 00:24:03,600 --> 00:24:07,760 Speaker 1: how many sacrifices as parents made podcast. It was expensive 419 00:24:08,000 --> 00:24:12,240 Speaker 1: and despite the cartridge approach providing you know, way more 420 00:24:12,280 --> 00:24:15,600 Speaker 1: options than what you would find with first generation consoles, 421 00:24:15,840 --> 00:24:17,320 Speaker 1: it was a bit of a slow burn. I mean 422 00:24:17,359 --> 00:24:19,960 Speaker 1: you had to remember also that this was this required 423 00:24:20,000 --> 00:24:23,960 Speaker 1: a change in consumer thinking, right because consumers before, yeah, 424 00:24:24,000 --> 00:24:27,120 Speaker 1: they were limited to whatever games were hardwired on a console, 425 00:24:27,440 --> 00:24:29,440 Speaker 1: but they didn't have any other purchases to make once 426 00:24:29,480 --> 00:24:32,000 Speaker 1: they bought the console, unless they were getting a peripheral 427 00:24:32,680 --> 00:24:35,879 Speaker 1: that everything was in the box. But with this model, 428 00:24:36,560 --> 00:24:39,399 Speaker 1: you bought the system, but then you had to buy games. 429 00:24:39,440 --> 00:24:42,240 Speaker 1: You know, you had additional purchase costs on top of 430 00:24:42,280 --> 00:24:45,919 Speaker 1: the system itself. Now, before the break, I alluded to 431 00:24:45,960 --> 00:24:49,119 Speaker 1: an arcade game that would revive the arcade industry and 432 00:24:49,160 --> 00:24:53,159 Speaker 1: subsequently really put a spark in the home video game market. 433 00:24:53,720 --> 00:24:57,200 Speaker 1: That game came from a Japanese company called Tito, and 434 00:24:57,359 --> 00:25:00,400 Speaker 1: it was a little game called Space and eight Ers. 435 00:25:01,320 --> 00:25:04,080 Speaker 1: This game came out for the arcades in nineteen seventy eight, 436 00:25:04,119 --> 00:25:08,679 Speaker 1: so the year after the VCS or came out and 437 00:25:08,760 --> 00:25:12,480 Speaker 1: it was a huge hit. And in the game, you 438 00:25:12,560 --> 00:25:15,119 Speaker 1: just you shoot down blocks of aliens that are flying 439 00:25:15,160 --> 00:25:18,720 Speaker 1: overhead and they scroll left and right, and they dropped 440 00:25:18,720 --> 00:25:20,680 Speaker 1: down a line. Each time they get to the edge 441 00:25:20,680 --> 00:25:24,320 Speaker 1: of a screen, they descend towards you. It's pretty simple game, 442 00:25:24,520 --> 00:25:28,399 Speaker 1: but it became an instant classic. Now the folks that Attari, 443 00:25:28,520 --> 00:25:31,560 Speaker 1: we're paying attention, not Bushnell. At this point he had 444 00:25:31,600 --> 00:25:37,720 Speaker 1: actually either been fired or he quit in nine. How 445 00:25:37,760 --> 00:25:41,040 Speaker 1: that unfolded really depends upon whom you ask, because different 446 00:25:41,040 --> 00:25:45,000 Speaker 1: people have a different explanation for that. And Atari engineers 447 00:25:45,080 --> 00:25:47,639 Speaker 1: were working on what was supposed to come after the 448 00:25:47,680 --> 00:25:52,040 Speaker 1: Atred because when the company first launched the console in nineteen, 449 00:25:53,160 --> 00:25:55,840 Speaker 1: they did it with a plan to replace it with 450 00:25:55,920 --> 00:25:59,000 Speaker 1: a newer piece of hardware within three years. So like 451 00:25:59,119 --> 00:26:03,800 Speaker 1: when they launched seventy seven, they thought, in eight, we're 452 00:26:03,800 --> 00:26:06,760 Speaker 1: going to come out with the next generation of this 453 00:26:06,920 --> 00:26:10,560 Speaker 1: hardware and it will be more powerful and have more capabilities. 454 00:26:10,920 --> 00:26:14,240 Speaker 1: But things would not work out that way, seeing in 455 00:26:14,800 --> 00:26:20,879 Speaker 1: eight Atari published a port of Space Invaders, a pretty 456 00:26:20,920 --> 00:26:23,520 Speaker 1: decent port, and it would go on to become the 457 00:26:23,600 --> 00:26:28,280 Speaker 1: second most popular AT twenty game in its history. We'll 458 00:26:28,280 --> 00:26:31,640 Speaker 1: talk about what was number one a little bit later. Now, 459 00:26:31,680 --> 00:26:34,600 Speaker 1: people were eager to have the experience of playing Space 460 00:26:34,640 --> 00:26:36,960 Speaker 1: Invaders at home. I mean, this was a game where 461 00:26:37,760 --> 00:26:40,679 Speaker 1: typically you would have to go someplace like a theater 462 00:26:40,840 --> 00:26:43,159 Speaker 1: or a bar or something in order to play it. 463 00:26:43,359 --> 00:26:45,359 Speaker 1: Eventually you would be able to go to arcades and 464 00:26:45,400 --> 00:26:49,120 Speaker 1: play it, and this would really see a tight relationship 465 00:26:49,400 --> 00:26:53,920 Speaker 1: formed between the arcade and home markets. Console companies began 466 00:26:53,960 --> 00:26:57,520 Speaker 1: to see the value in licensing popular arcade titles for 467 00:26:57,640 --> 00:27:02,520 Speaker 1: home markets, and arcade developers saw the added value of 468 00:27:02,560 --> 00:27:06,960 Speaker 1: bringing in revenue by licensing their intellectual property to the 469 00:27:07,040 --> 00:27:11,120 Speaker 1: video game companies. So it became kind of a symbiotic relationship. 470 00:27:12,040 --> 00:27:20,840 Speaker 1: At first, it's some foreshadowing. So starting around at sales 471 00:27:20,880 --> 00:27:24,040 Speaker 1: start to pick up and the folks at Warner Communications, 472 00:27:24,640 --> 00:27:28,960 Speaker 1: remember Warner had purchased Atari in nineteen seventy six. They 473 00:27:28,960 --> 00:27:33,120 Speaker 1: were encouraged by this, and it also meant that there 474 00:27:33,200 --> 00:27:36,719 Speaker 1: was still life in the at Remember, the plan was 475 00:27:36,760 --> 00:27:39,320 Speaker 1: to phase it out in nineteen eighty and to have 476 00:27:39,560 --> 00:27:42,919 Speaker 1: a new kind of hardware come on the scene. But 477 00:27:43,440 --> 00:27:45,880 Speaker 1: now they were seeing more and more sales, which meant 478 00:27:45,920 --> 00:27:48,840 Speaker 1: the company decided to push back plans to introduce new, 479 00:27:48,920 --> 00:27:52,200 Speaker 1: more powerful consoles. Why would you spend cash to produce 480 00:27:52,280 --> 00:27:54,880 Speaker 1: something new if you can still move units of something 481 00:27:54,920 --> 00:27:58,600 Speaker 1: that you're already making, alright, But something else that was 482 00:27:58,640 --> 00:28:02,400 Speaker 1: going on around this same time, and it's a big 483 00:28:02,440 --> 00:28:06,080 Speaker 1: part of it. This was the birth of the independent developer. Now. 484 00:28:06,119 --> 00:28:09,960 Speaker 1: I mentioned earlier that at first, each console company was 485 00:28:10,119 --> 00:28:14,159 Speaker 1: responsible for putting out games on its system, So the 486 00:28:14,160 --> 00:28:18,320 Speaker 1: Atari cartridges came from Atari. Atari was the company that 487 00:28:18,400 --> 00:28:22,080 Speaker 1: both made the console and made the games. But then 488 00:28:22,160 --> 00:28:25,360 Speaker 1: things changed, and they changed largely because of how Atari 489 00:28:25,560 --> 00:28:30,560 Speaker 1: was conducting business under Warner Communications. For one thing, Atari 490 00:28:30,680 --> 00:28:34,800 Speaker 1: wasn't paying out bonuses or royalties. You were paid a 491 00:28:34,840 --> 00:28:37,639 Speaker 1: salary and it didn't matter if the game you made 492 00:28:37,680 --> 00:28:40,080 Speaker 1: flopped or if it was a huge hit. You made 493 00:28:40,120 --> 00:28:43,200 Speaker 1: the same amount. So you could make a game that 494 00:28:43,240 --> 00:28:46,560 Speaker 1: would make the company millions of dollars, but you wouldn't 495 00:28:46,560 --> 00:28:49,760 Speaker 1: see any of that cash. Also, if you worked for Atari, 496 00:28:49,880 --> 00:28:53,080 Speaker 1: the only name that was associated with any game they'll 497 00:28:53,160 --> 00:28:56,320 Speaker 1: name that was on the cartridge would be the company 498 00:28:56,360 --> 00:28:59,120 Speaker 1: Atari's name. It didn't matter if you came up with 499 00:28:59,160 --> 00:29:01,400 Speaker 1: the game idea. It didn't even matter if you coded 500 00:29:01,440 --> 00:29:04,320 Speaker 1: the whole darned thing yourself. The name of the cartridge 501 00:29:04,360 --> 00:29:07,000 Speaker 1: was just Atari. There was no credit to you. You 502 00:29:07,040 --> 00:29:10,880 Speaker 1: weren't acknowledged at all, partly because at least the belief 503 00:29:10,960 --> 00:29:13,560 Speaker 1: was that Atari didn't want to run the risk of 504 00:29:14,120 --> 00:29:17,400 Speaker 1: losing talent to some other company. Like if they said, oh, 505 00:29:17,480 --> 00:29:19,480 Speaker 1: this game was created by so and so, then some 506 00:29:19,520 --> 00:29:22,960 Speaker 1: other company might approach so and so and say, hey, 507 00:29:23,000 --> 00:29:24,560 Speaker 1: I see you like to make games. How would you 508 00:29:24,560 --> 00:29:28,160 Speaker 1: like to make way more money doing it? Well, game 509 00:29:28,200 --> 00:29:30,640 Speaker 1: creators weren't totally cool with this. Allot of them wanted 510 00:29:30,680 --> 00:29:33,400 Speaker 1: to have more credit, or at least any credit, and 511 00:29:33,440 --> 00:29:36,160 Speaker 1: Atari just wasn't keen on doing that. Plus, the folks 512 00:29:36,160 --> 00:29:39,520 Speaker 1: at war Our Communications were really cost focused, and they 513 00:29:39,520 --> 00:29:42,640 Speaker 1: didn't trust video game developers. They didn't think of them 514 00:29:42,640 --> 00:29:45,560 Speaker 1: as creatives. So in nineteen seventy nine, a group of 515 00:29:45,560 --> 00:29:49,080 Speaker 1: Atari game developers, four of them left the company to 516 00:29:49,160 --> 00:29:54,360 Speaker 1: found a new one called Activision. Yeah, Activision, as in 517 00:29:54,400 --> 00:29:57,200 Speaker 1: the company that's now known as part of Activision Blizzard. 518 00:29:57,680 --> 00:30:00,160 Speaker 1: It all started off because a bunch of Atari game 519 00:30:00,200 --> 00:30:02,960 Speaker 1: developers were fed up with how Atari was running things. 520 00:30:03,440 --> 00:30:05,880 Speaker 1: They originally planned to create a company that would develop 521 00:30:06,000 --> 00:30:09,320 Speaker 1: its own console, but ultimately they would develop games that 522 00:30:09,320 --> 00:30:12,400 Speaker 1: would run on the Atari twenty hundred, but they would 523 00:30:12,440 --> 00:30:16,000 Speaker 1: not be made by Atari. This would eventually spawn a 524 00:30:16,080 --> 00:30:18,959 Speaker 1: lawsuit in which Attari tried to make Activision stop. They 525 00:30:18,960 --> 00:30:26,360 Speaker 1: were claiming the Activision was infringing upon proprietary intellectual property, 526 00:30:26,680 --> 00:30:30,320 Speaker 1: but eventually the two companies reached a settlement and Activision 527 00:30:30,360 --> 00:30:34,000 Speaker 1: would pay a licensing fee to Atari, but otherwise would 528 00:30:34,000 --> 00:30:36,680 Speaker 1: be able to continue developing games for the Atari twenty 529 00:30:36,720 --> 00:30:40,240 Speaker 1: six hundred. The talent that moved from Attari to Activision 530 00:30:40,320 --> 00:30:44,160 Speaker 1: represented some of the strongest developers who had been at Atari, 531 00:30:44,320 --> 00:30:46,880 Speaker 1: so now Atari was forced back a step when it 532 00:30:46,920 --> 00:30:51,480 Speaker 1: came to developing games. Plus, Atari's games would compete against 533 00:30:51,600 --> 00:30:55,720 Speaker 1: Activision's games, and Activision would be just the first third 534 00:30:55,720 --> 00:31:00,960 Speaker 1: party game developer to create a hundred cartridges. Others would follow. 535 00:31:01,040 --> 00:31:03,840 Speaker 1: One of those would be a Magic, another company that 536 00:31:04,200 --> 00:31:08,400 Speaker 1: had some x Atari talent, create their own developer company, 537 00:31:08,440 --> 00:31:13,680 Speaker 1: and the Magic would launch in one So now Atari 538 00:31:13,840 --> 00:31:15,960 Speaker 1: was going to have to compete with other companies that 539 00:31:16,000 --> 00:31:19,840 Speaker 1: were making Atari games, when before Atari was the one 540 00:31:19,880 --> 00:31:23,239 Speaker 1: and only source of Atari games. This will be an 541 00:31:23,280 --> 00:31:27,080 Speaker 1: important component as we move forward. Now we need to 542 00:31:27,080 --> 00:31:31,080 Speaker 1: talk a bit about distribution and retail because this would 543 00:31:31,120 --> 00:31:33,720 Speaker 1: also play an enormous part in the collapse of the 544 00:31:33,760 --> 00:31:40,560 Speaker 1: market in So let's talk about how retail typically works. Okay, 545 00:31:40,640 --> 00:31:45,960 Speaker 1: So a retail outlet deals with either wholesalers or distributors, 546 00:31:46,680 --> 00:31:49,840 Speaker 1: buying either from a wholesaler or directly from a distributor, 547 00:31:49,880 --> 00:31:54,120 Speaker 1: or maybe directly from a source itself. But the point is, 548 00:31:54,160 --> 00:31:58,160 Speaker 1: the real retail organization orders a certain number of units 549 00:31:58,200 --> 00:32:01,080 Speaker 1: of whatever it is we're dealing with, in this case, 550 00:32:01,200 --> 00:32:05,400 Speaker 1: video games, and that then becomes the stock that the 551 00:32:05,440 --> 00:32:09,800 Speaker 1: retail establishment has to sell. Then the retail company marks 552 00:32:09,880 --> 00:32:13,280 Speaker 1: up the price of this stuff and sells it on 553 00:32:13,400 --> 00:32:16,920 Speaker 1: to the consumer. The retail store is the point of 554 00:32:17,000 --> 00:32:20,720 Speaker 1: sale for the customer, right And of course the retail 555 00:32:20,760 --> 00:32:22,880 Speaker 1: store has to mark up the price or else it 556 00:32:22,880 --> 00:32:25,560 Speaker 1: would make no money. So it has to sell the 557 00:32:25,640 --> 00:32:27,840 Speaker 1: thing for more money than it costs for it to 558 00:32:28,040 --> 00:32:31,080 Speaker 1: purchase it to put it into its stock. That all 559 00:32:31,120 --> 00:32:34,800 Speaker 1: makes sense now, Typically a retailer is on the hook 560 00:32:35,200 --> 00:32:38,720 Speaker 1: for the units that they order. So if a consumer, 561 00:32:39,200 --> 00:32:41,479 Speaker 1: you know, if the consumers don't buy enough of whatever 562 00:32:41,520 --> 00:32:45,480 Speaker 1: it is we're talking about, then typically the retailer has 563 00:32:45,520 --> 00:32:49,760 Speaker 1: to eat that cost. So if video games had worked 564 00:32:49,800 --> 00:32:52,840 Speaker 1: this way in the nineteen eighties, it would have been 565 00:32:52,880 --> 00:32:54,920 Speaker 1: a very different story. It would have looked something like this. 566 00:32:55,040 --> 00:33:00,400 Speaker 1: Let's say, um, Jimmy Bob's video game emporium purchases twenty 567 00:33:00,440 --> 00:33:04,640 Speaker 1: copies of Activision's River Rate, and let's just say, for 568 00:33:04,680 --> 00:33:08,120 Speaker 1: the sake of this this example, that that costs ten 569 00:33:08,160 --> 00:33:12,000 Speaker 1: dollars a pop. So each copy is ten dollars for 570 00:33:12,080 --> 00:33:16,040 Speaker 1: Jimmy Bob to purchase at this this arrangement. But then 571 00:33:16,120 --> 00:33:19,680 Speaker 1: Jimmy Bob marks up those copies to thirty dollars each, 572 00:33:20,280 --> 00:33:23,280 Speaker 1: So Jimmy Bob spent a total of two hundred dollars 573 00:33:23,280 --> 00:33:26,080 Speaker 1: buying these twenty copies of River Raiate to have in stock. 574 00:33:26,880 --> 00:33:28,840 Speaker 1: That means that Jimmy Bob needs to sell at least 575 00:33:28,920 --> 00:33:35,240 Speaker 1: seven copies to start making money in this drastically oversimplified example. 576 00:33:35,520 --> 00:33:38,280 Speaker 1: So seven copies at thirty bucks a pop, that means 577 00:33:38,320 --> 00:33:42,960 Speaker 1: he would net two. But for some reason, this here town, 578 00:33:43,120 --> 00:33:46,160 Speaker 1: the Jimmy Bob's in it don't have video games with 579 00:33:46,280 --> 00:33:50,240 Speaker 1: sophisticated tastes and they don't appreciate the hard work the 580 00:33:50,280 --> 00:33:53,440 Speaker 1: Activision put in for River Raid. So Jimmy Bob only 581 00:33:53,480 --> 00:33:57,040 Speaker 1: sells three copies, that means he brings in ninety dollars, 582 00:33:57,040 --> 00:33:59,520 Speaker 1: but he spent two hundred on the games he bought 583 00:33:59,560 --> 00:34:03,560 Speaker 1: straight for Activision. That means Jimmy Bob has going to 584 00:34:03,640 --> 00:34:06,840 Speaker 1: bed poorer but wiser. At least you would if that's 585 00:34:06,840 --> 00:34:09,399 Speaker 1: how video game distribution actually worked in the old days. 586 00:34:09,920 --> 00:34:13,319 Speaker 1: It didn't. See in that case, the retailer would have 587 00:34:13,360 --> 00:34:16,680 Speaker 1: to come up with other strategies, maybe trying to position 588 00:34:16,760 --> 00:34:20,120 Speaker 1: games in a more inviting spot to get more people 589 00:34:20,160 --> 00:34:23,200 Speaker 1: to buy them, maybe marking down the price a little 590 00:34:23,200 --> 00:34:25,600 Speaker 1: bit so that they can at least break even, if 591 00:34:25,640 --> 00:34:28,319 Speaker 1: not make a little bit of profit. But that's not 592 00:34:28,400 --> 00:34:31,120 Speaker 1: how video game distribution worked in the early eighties. See, 593 00:34:31,120 --> 00:34:34,759 Speaker 1: retailers were not super keen to carry video games that much, 594 00:34:35,400 --> 00:34:39,360 Speaker 1: so companies had to make deals with these retailers in 595 00:34:39,480 --> 00:34:43,920 Speaker 1: order to get their products onto store shelves, and it 596 00:34:44,000 --> 00:34:46,320 Speaker 1: put a lot more of the risk on the game 597 00:34:46,360 --> 00:34:49,799 Speaker 1: developers instead of the retailers. It was the cost of 598 00:34:49,840 --> 00:34:53,120 Speaker 1: doing business. This was the way to convince retailers, hey, 599 00:34:53,440 --> 00:34:56,640 Speaker 1: give our game systems and our cartridges shelf space in 600 00:34:56,719 --> 00:34:59,520 Speaker 1: your store. Shelf space that could go to something else 601 00:34:59,560 --> 00:35:03,400 Speaker 1: that you know, has a proven track record. So the 602 00:35:03,400 --> 00:35:07,319 Speaker 1: deal that a lot of companies agreed to was that 603 00:35:07,480 --> 00:35:11,920 Speaker 1: the video game developer would provide copies to retailers. Retailers 604 00:35:11,960 --> 00:35:14,160 Speaker 1: would say, here's how many copies I think I need. 605 00:35:14,800 --> 00:35:17,840 Speaker 1: The video game developer would send those copies to the retailer. 606 00:35:18,640 --> 00:35:21,600 Speaker 1: The video game developer would be financially on the hook. 607 00:35:22,080 --> 00:35:24,680 Speaker 1: If the retailer found it impossible to move the games, 608 00:35:24,719 --> 00:35:29,400 Speaker 1: they would have to take all unsold inventory back. So 609 00:35:29,440 --> 00:35:32,120 Speaker 1: now the retailers didn't carry a risk, right they would 610 00:35:32,200 --> 00:35:35,600 Speaker 1: make money if they the games sold, but they would 611 00:35:35,640 --> 00:35:38,759 Speaker 1: essentially get their money back if they didn't sell all 612 00:35:38,760 --> 00:35:41,239 Speaker 1: the titles, because they would return the titles to the 613 00:35:41,360 --> 00:35:47,000 Speaker 1: video game developer and recapture costs, and so the developer 614 00:35:47,000 --> 00:35:51,759 Speaker 1: would take on the burden of games unsold. So yeah, 615 00:35:51,800 --> 00:35:54,360 Speaker 1: the retailers weren't on the hook for those unsold games. 616 00:35:54,400 --> 00:35:58,320 Speaker 1: This would be a key component for why the market 617 00:35:58,320 --> 00:36:01,520 Speaker 1: would crash, and it put a ton of power in 618 00:36:01,600 --> 00:36:05,120 Speaker 1: the hands of the retailers. And because of that, and 619 00:36:05,160 --> 00:36:07,640 Speaker 1: because there was this perception that video games were the 620 00:36:07,719 --> 00:36:11,560 Speaker 1: license to print money, some retailers went a bit hog wild. 621 00:36:11,560 --> 00:36:15,760 Speaker 1: They drastically overestimated how many copies they would need for 622 00:36:16,120 --> 00:36:19,239 Speaker 1: their titles, thinking like, everyone wants video games, so we're 623 00:36:19,239 --> 00:36:23,080 Speaker 1: gonna order, you know, one copies of this thing. But 624 00:36:23,200 --> 00:36:25,600 Speaker 1: then you can understand why retailers would do this too, 625 00:36:25,600 --> 00:36:29,399 Speaker 1: because there was no risk, right. I mean, retailer could 626 00:36:29,520 --> 00:36:32,520 Speaker 1: order a hundred copies of a game and if they 627 00:36:32,520 --> 00:36:35,160 Speaker 1: only sold ten of them, well, they could still return 628 00:36:35,200 --> 00:36:38,400 Speaker 1: the other ninety to the video game company and recapture 629 00:36:38,440 --> 00:36:42,239 Speaker 1: those costs, so they would not be in a in 630 00:36:42,280 --> 00:36:46,080 Speaker 1: a really bad position as long as everything held steady. 631 00:36:46,440 --> 00:36:49,440 Speaker 1: So even really good popular games were a bit of 632 00:36:49,440 --> 00:36:52,759 Speaker 1: a risk for game developers, Like if a retailer like 633 00:36:52,880 --> 00:36:56,360 Speaker 1: Sears put in a really large order, you'd have to 634 00:36:56,440 --> 00:37:00,799 Speaker 1: pay to manufacture that many units of car artridges and 635 00:37:00,840 --> 00:37:03,560 Speaker 1: then ship them to the retailer. And then if it 636 00:37:03,600 --> 00:37:06,800 Speaker 1: turned out that Sears had drastically overestimated how many units 637 00:37:06,840 --> 00:37:09,439 Speaker 1: they would actually sell, you would have to take all 638 00:37:09,440 --> 00:37:11,680 Speaker 1: the excess back and figure out what to do with it. 639 00:37:12,000 --> 00:37:16,040 Speaker 1: So for bigger companies like Atari and to a lesser extent, Activision, 640 00:37:16,440 --> 00:37:19,319 Speaker 1: this was something that they could potentially weather on a 641 00:37:19,360 --> 00:37:22,319 Speaker 1: case by case basis. But for other companies it would 642 00:37:22,320 --> 00:37:25,080 Speaker 1: be a different story. While we saw a ton of 643 00:37:25,120 --> 00:37:28,640 Speaker 1: third party developers pop up in the Atari era, most 644 00:37:28,680 --> 00:37:31,360 Speaker 1: of them wouldn't stick around for very long. The agreements 645 00:37:31,360 --> 00:37:34,239 Speaker 1: with retailers would prove to be too expensive for many 646 00:37:34,280 --> 00:37:37,520 Speaker 1: of those companies to navigate, and they would go bankrupt 647 00:37:37,680 --> 00:37:40,600 Speaker 1: as a result. In fact, sometimes they would go bankrupt 648 00:37:40,760 --> 00:37:43,680 Speaker 1: before they could take back any copies of games. We'll 649 00:37:43,719 --> 00:37:47,080 Speaker 1: get to that too. But the really, really big thing 650 00:37:47,360 --> 00:37:50,080 Speaker 1: that would cause the dominoes to fall happen in the 651 00:37:50,080 --> 00:37:54,239 Speaker 1: winter of two. I'll explain more after we come back 652 00:37:54,280 --> 00:38:04,799 Speaker 1: from this break. So in December nineteen eighty two, one 653 00:38:04,880 --> 00:38:08,600 Speaker 1: or Communications holds a stockholder call. So this is when 654 00:38:08,640 --> 00:38:12,640 Speaker 1: companies have to report on performance to their shareholders in 655 00:38:12,760 --> 00:38:14,480 Speaker 1: order to keep them up to pace with what's going 656 00:38:14,520 --> 00:38:18,200 Speaker 1: on and also to lay out projections for the following year. Well, 657 00:38:18,239 --> 00:38:21,680 Speaker 1: in nineteen eighty two, video games were a huge business. 658 00:38:21,960 --> 00:38:26,960 Speaker 1: We're talking a multibillion dollar industry that was dominated by Atari. 659 00:38:27,360 --> 00:38:30,759 Speaker 1: And yeah, video games are a multibillion dollar industry today, 660 00:38:30,840 --> 00:38:33,960 Speaker 1: but you got to remember they were very young in 661 00:38:34,000 --> 00:38:38,560 Speaker 1: the nineteen eighties, right. Plus when you just for inflation, 662 00:38:38,600 --> 00:38:40,920 Speaker 1: when you talk about just a few billion dollars in 663 00:38:40,960 --> 00:38:45,040 Speaker 1: the early nineteen eighties, that's many, many billions of dollars today. 664 00:38:45,080 --> 00:38:48,239 Speaker 1: So Atari had been pretty darn busy. In nineteen eighty two, 665 00:38:48,280 --> 00:38:50,920 Speaker 1: it released the Atari fifty two hundred, which was an 666 00:38:51,000 --> 00:38:55,479 Speaker 1: upgrade from the VCS Slash D so it boasted better 667 00:38:55,480 --> 00:38:58,719 Speaker 1: graphics than the twenty s hundred. However, it also wasn't 668 00:38:58,760 --> 00:39:02,920 Speaker 1: compatible with the games Ford, at least not initially, and 669 00:39:02,920 --> 00:39:05,520 Speaker 1: it also didn't have very many games of its own 670 00:39:05,640 --> 00:39:08,319 Speaker 1: to speak of, because Atari had actually directed most of 671 00:39:08,320 --> 00:39:12,560 Speaker 1: its game development towards the DRED because that installed base 672 00:39:12,640 --> 00:39:15,520 Speaker 1: for the console was still so large, but it meant 673 00:39:15,560 --> 00:39:18,719 Speaker 1: that they didn't really have games to help sell the 674 00:39:19,440 --> 00:39:23,600 Speaker 1: unred to the public. Meanwhile, Calliko had launched the Callico Vision, 675 00:39:23,680 --> 00:39:27,719 Speaker 1: which ironically could pay play at twenty games on it, 676 00:39:28,239 --> 00:39:30,279 Speaker 1: so if you bought a Callico Vision you could play 677 00:39:30,320 --> 00:39:32,239 Speaker 1: old Atari twenty six hundred titles on it, like if 678 00:39:32,239 --> 00:39:36,120 Speaker 1: you bought you couldn't. And then in Television launched the 679 00:39:36,160 --> 00:39:40,040 Speaker 1: in Television two, which was pretty much just in Television 680 00:39:40,040 --> 00:39:45,000 Speaker 1: one with a new case and just didn't sell anywhere 681 00:39:45,080 --> 00:39:47,799 Speaker 1: close to as many units as the twenty hundred had 682 00:39:48,320 --> 00:39:50,080 Speaker 1: And here's where we get to some of the big 683 00:39:50,120 --> 00:39:52,920 Speaker 1: issues that Warner Communications was going to have to address. 684 00:39:53,480 --> 00:39:57,640 Speaker 1: One is that by two the Atari undred was really 685 00:39:57,719 --> 00:40:02,319 Speaker 1: showing its age. The Colliko vision was more technically advanced. 686 00:40:02,600 --> 00:40:05,320 Speaker 1: And of course, Attari itself had initially planned to phase 687 00:40:05,360 --> 00:40:08,359 Speaker 1: out the twenty six hundred in nineteen eighty, but then 688 00:40:08,440 --> 00:40:11,359 Speaker 1: changed course once the console sales started to pick up, 689 00:40:12,080 --> 00:40:15,480 Speaker 1: but the market was pretty well saturated. Most of the 690 00:40:15,480 --> 00:40:20,719 Speaker 1: folks who wanted an atarid already owned one, didn't grab 691 00:40:20,800 --> 00:40:23,560 Speaker 1: hold in the market the same way, and so that 692 00:40:23,640 --> 00:40:27,480 Speaker 1: was a disappointment to Atari. Meanwhile, Atari was also seeing 693 00:40:27,719 --> 00:40:30,760 Speaker 1: these other developers out there, these third party developers putting 694 00:40:30,760 --> 00:40:35,279 Speaker 1: out games that were competing with Atari's own titles. So 695 00:40:35,440 --> 00:40:39,399 Speaker 1: while Atari would make licensing fees from these other third 696 00:40:39,400 --> 00:40:43,799 Speaker 1: party developers, it wasn't profiting off of big sales. So 697 00:40:44,640 --> 00:40:47,000 Speaker 1: if Act Division were to put out a real banger, 698 00:40:47,480 --> 00:40:50,760 Speaker 1: and they put out a lot of bangers, ATRII wouldn't 699 00:40:50,800 --> 00:40:53,560 Speaker 1: see any of those profits. It would get the licensing fee, 700 00:40:53,600 --> 00:40:57,560 Speaker 1: but you know, if River Raids sold millions of copies, 701 00:40:57,719 --> 00:41:00,319 Speaker 1: none of that money was really going to Atari. So 702 00:41:00,400 --> 00:41:03,360 Speaker 1: while video games in general were doing well. Atari, the 703 00:41:03,360 --> 00:41:07,719 Speaker 1: company wasn't performing quite where it wanted to be, and 704 00:41:07,800 --> 00:41:12,320 Speaker 1: because Atari dominated the market, this meant that the industry 705 00:41:12,320 --> 00:41:14,960 Speaker 1: as a whole was on shaky ground, like it was 706 00:41:15,000 --> 00:41:18,440 Speaker 1: all kind of dependent upon Attari to some extent, like 707 00:41:19,040 --> 00:41:21,600 Speaker 1: Activision as a company could be doing great, but if 708 00:41:21,600 --> 00:41:25,440 Speaker 1: Atari were to suffer, while Activision would as well, because 709 00:41:25,680 --> 00:41:27,960 Speaker 1: you've got to be able to play the games on something, right. 710 00:41:28,560 --> 00:41:32,560 Speaker 1: So in this shareholder meeting, one or Communications reps revealed 711 00:41:32,600 --> 00:41:35,839 Speaker 1: that they had determined the profit increase for Atari would 712 00:41:35,880 --> 00:41:41,440 Speaker 1: be around ten to fift percent. That's great, right, You're 713 00:41:41,480 --> 00:41:46,239 Speaker 1: seeing a profit increase. Well, the problem was that Wall 714 00:41:46,280 --> 00:41:50,000 Speaker 1: Street analysts had predicted that this would be closer to 715 00:41:50,120 --> 00:41:55,319 Speaker 1: a fifty percent increase in profits, So being adjusted down 716 00:41:55,360 --> 00:41:58,560 Speaker 1: to ten to fifteen percent was a big drop. The 717 00:41:58,640 --> 00:42:01,160 Speaker 1: video game market seemed like it was a gold mine. 718 00:42:01,360 --> 00:42:05,320 Speaker 1: But you know too, investors, this seemed like it was 719 00:42:05,360 --> 00:42:08,400 Speaker 1: an indication that the industry had already peaked and was 720 00:42:08,440 --> 00:42:12,320 Speaker 1: now petering out. Like they were seeing this as a warning. 721 00:42:13,280 --> 00:42:16,320 Speaker 1: So a lot of people, discouraged by this news decided 722 00:42:16,360 --> 00:42:21,160 Speaker 1: to dump their stock in Warner Communications. That depreciated the 723 00:42:21,280 --> 00:42:26,240 Speaker 1: value of Warner's stock, and Warner's Communications saw its stock 724 00:42:26,400 --> 00:42:29,760 Speaker 1: dropped from fifty one dollar a share to thirty five 725 00:42:29,840 --> 00:42:34,080 Speaker 1: dollars a share. The company lost hundreds of millions of 726 00:42:34,080 --> 00:42:38,719 Speaker 1: dollars in value overnight. Now, at this point, Atari contributed 727 00:42:38,760 --> 00:42:43,439 Speaker 1: more to Warner Communications revenue than the film division did. 728 00:42:43,640 --> 00:42:48,400 Speaker 1: In fact, according to some sources, Atari was generating five 729 00:42:48,600 --> 00:42:52,120 Speaker 1: times the amount of revenue then Warner Brothers movies were 730 00:42:52,160 --> 00:42:56,480 Speaker 1: at that point. Now, obviously this had a huge impact 731 00:42:56,480 --> 00:42:59,759 Speaker 1: on Atari, and because Atari was almost synonymous with the 732 00:42:59,800 --> 00:43:02,680 Speaker 1: home video game market, it also had a huge impact 733 00:43:03,200 --> 00:43:06,439 Speaker 1: everywhere else as well. But this was still just one 734 00:43:06,520 --> 00:43:10,680 Speaker 1: really big factor in the crash. Now, I should add 735 00:43:10,719 --> 00:43:13,719 Speaker 1: there were other ones that also played a part, and 736 00:43:13,800 --> 00:43:16,000 Speaker 1: one was that Atari was spending a lot of money 737 00:43:16,000 --> 00:43:20,040 Speaker 1: getting licenses for really popular I p like pac Man, 738 00:43:20,560 --> 00:43:24,680 Speaker 1: and Atari made a pretty mediocre home version of pac Man. 739 00:43:25,000 --> 00:43:29,560 Speaker 1: It was in some ways technically impressive because Atari was 740 00:43:29,560 --> 00:43:32,560 Speaker 1: only powerful enough to show two sprites at a time. Well, 741 00:43:32,600 --> 00:43:36,320 Speaker 1: pac Man is your character of pac Man plus four ghosts, 742 00:43:36,560 --> 00:43:38,480 Speaker 1: So how do you make sure that you can show 743 00:43:39,840 --> 00:43:42,480 Speaker 1: you know, five sprites at one time. The solution was 744 00:43:42,520 --> 00:43:45,160 Speaker 1: to make the ghosts flash. They were doing so at 745 00:43:45,200 --> 00:43:49,160 Speaker 1: a very very fast rate, so they looked kind of 746 00:43:49,160 --> 00:43:53,040 Speaker 1: of spectral, but they were flashing so that technically each 747 00:43:53,080 --> 00:43:55,320 Speaker 1: of the four ghosts was only appearing for like a 748 00:43:55,400 --> 00:43:59,319 Speaker 1: quarter of a second, and then collectively, you you know, 749 00:43:59,360 --> 00:44:01,160 Speaker 1: through the persist and sub vision, it looked like they 750 00:44:01,160 --> 00:44:04,640 Speaker 1: were just there. Emulators make this problem way worse. So 751 00:44:04,680 --> 00:44:07,680 Speaker 1: if you ever see an emulator version of the pac 752 00:44:07,719 --> 00:44:10,640 Speaker 1: Man game, the ghosts are flashing on and off in 753 00:44:10,680 --> 00:44:13,799 Speaker 1: a very dramatic way. That wasn't the case with the 754 00:44:13,840 --> 00:44:18,880 Speaker 1: actual game when it first came out. Still it's not great. However, 755 00:44:19,640 --> 00:44:22,200 Speaker 1: it sold really well. You remember when I said Space 756 00:44:22,239 --> 00:44:26,160 Speaker 1: Invaders was Atari's second most popular cartridge. Guess what number 757 00:44:26,160 --> 00:44:29,960 Speaker 1: one was. Yep, it was pac Man. The game was 758 00:44:30,040 --> 00:44:34,280 Speaker 1: not a flop, it was a success. No other Atari 759 00:44:34,400 --> 00:44:39,560 Speaker 1: cartridge for the Atari sold more copies than pac Man. However, 760 00:44:40,520 --> 00:44:46,400 Speaker 1: retailers ordered more copies than they sold. So retailers ordered 761 00:44:46,960 --> 00:44:49,600 Speaker 1: way more copies of pac Man because it was such 762 00:44:49,640 --> 00:44:52,319 Speaker 1: a huge hit of the arcade. You know, Pacman was 763 00:44:53,120 --> 00:44:58,040 Speaker 1: the arcade game of the early nine It spawned a 764 00:44:58,160 --> 00:45:02,480 Speaker 1: crazy amount of merchandise. There was a cartoon series like 765 00:45:03,040 --> 00:45:06,640 Speaker 1: it was in popular culture. It was beyond just an 766 00:45:06,719 --> 00:45:09,360 Speaker 1: arcade game. This was something that was seen as like 767 00:45:09,400 --> 00:45:13,840 Speaker 1: a lifestyle thing. So retailers were sure that the copies 768 00:45:13,840 --> 00:45:16,000 Speaker 1: were just gonna sell out all over the place. They 769 00:45:16,080 --> 00:45:20,319 Speaker 1: ended up ordering way more than they needed. This meant 770 00:45:20,320 --> 00:45:24,279 Speaker 1: that Attori had to take back the unsold stock. And 771 00:45:24,320 --> 00:45:26,880 Speaker 1: the same is true for another title that is frequently 772 00:45:27,120 --> 00:45:30,920 Speaker 1: mentioned whenever you talk about the video game crash, the 773 00:45:31,000 --> 00:45:36,279 Speaker 1: infamous E T. The Extraterrestrial. It's frequently mentioned in conversations 774 00:45:36,320 --> 00:45:38,959 Speaker 1: about the as you know, the worst game of all time. 775 00:45:39,000 --> 00:45:42,040 Speaker 1: It's it's often in that mix. In fact, Tex Stuff 776 00:45:42,040 --> 00:45:48,000 Speaker 1: famously once called it that too, largely because of public perception. Um, 777 00:45:48,160 --> 00:45:50,960 Speaker 1: here's the thing. It's not a very good game, but 778 00:45:51,120 --> 00:45:54,920 Speaker 1: it's definitely not the worst game of all time. I mean, 779 00:45:54,960 --> 00:45:58,719 Speaker 1: for one thing, there are games that have shopped that 780 00:45:59,200 --> 00:46:03,879 Speaker 1: people bought that are literally unplayable, that they are so 781 00:46:04,000 --> 00:46:07,120 Speaker 1: broken you cannot play them. E T. Was not that 782 00:46:07,280 --> 00:46:11,160 Speaker 1: ET was playable, It's just it was also a little confusing, 783 00:46:11,680 --> 00:46:14,520 Speaker 1: so it was kind of hard to figure out what 784 00:46:14,600 --> 00:46:16,719 Speaker 1: you were supposed to do. It also wasn't very much 785 00:46:16,760 --> 00:46:19,080 Speaker 1: fun even when you knew what you were supposed to do. 786 00:46:19,440 --> 00:46:22,000 Speaker 1: But it did work now I owned a copy of it. 787 00:46:22,040 --> 00:46:26,600 Speaker 1: In fact, well, ET also didn't sell as many units 788 00:46:26,640 --> 00:46:28,800 Speaker 1: as Atari produced. It sold like a million and a 789 00:46:28,840 --> 00:46:33,440 Speaker 1: half units, but Atari made more than that. And also 790 00:46:33,520 --> 00:46:36,200 Speaker 1: the licensing fee the Atari paid in order to be 791 00:46:36,239 --> 00:46:38,680 Speaker 1: able to make ET in the first place was pretty 792 00:46:38,760 --> 00:46:42,600 Speaker 1: darn steep, so that was a big expense. So Atari 793 00:46:42,680 --> 00:46:44,440 Speaker 1: spent a lot of money making E t and then 794 00:46:44,440 --> 00:46:48,600 Speaker 1: had to spend more money to take back unsold stock. 795 00:46:48,760 --> 00:46:53,400 Speaker 1: And famously Atari would toss thousands of cartridges into a landfill, 796 00:46:53,719 --> 00:46:56,920 Speaker 1: which would become the subject of a documentary film many 797 00:46:57,080 --> 00:47:03,000 Speaker 1: decades later. So Pacman and ET cost Atari money. Definitely, 798 00:47:03,200 --> 00:47:06,400 Speaker 1: they really they took you know, you took a hit 799 00:47:06,440 --> 00:47:10,279 Speaker 1: on both of those. However, ET and Pacman did not 800 00:47:10,400 --> 00:47:15,000 Speaker 1: spontaneously cause the entire video game industry to crumble. There 801 00:47:15,080 --> 00:47:17,120 Speaker 1: was no shortage of lousy games out there for the 802 00:47:17,120 --> 00:47:20,320 Speaker 1: A and I'm sure that was part of the reason 803 00:47:20,360 --> 00:47:23,480 Speaker 1: that folks weren't eager to buy more consoles. But that's 804 00:47:23,560 --> 00:47:26,120 Speaker 1: just one piece of the puzzle as well. I have 805 00:47:26,200 --> 00:47:28,399 Speaker 1: a little bit more I want to say about this, 806 00:47:28,760 --> 00:47:39,960 Speaker 1: but before I get to that, let's take one last break. Okay, 807 00:47:40,000 --> 00:47:42,960 Speaker 1: so we've established that pac Man and et. While certainly 808 00:47:43,520 --> 00:47:47,799 Speaker 1: you know, a black mark on Atari's reputation and a 809 00:47:47,920 --> 00:47:51,120 Speaker 1: hit to their revenue, we're not responsible for the entire 810 00:47:51,560 --> 00:47:56,319 Speaker 1: industry crashing in. On a similar note, we can also 811 00:47:56,400 --> 00:48:00,480 Speaker 1: mention home computers. People frequently cite home computers as being 812 00:48:00,480 --> 00:48:04,319 Speaker 1: the reason why video game consoles died. That is being 813 00:48:04,480 --> 00:48:07,240 Speaker 1: a little too simplistic as well. The home PC market 814 00:48:07,400 --> 00:48:11,120 Speaker 1: had started in the late nineteen seventies. Like the Apple, 815 00:48:11,280 --> 00:48:13,840 Speaker 1: the original Apple computer was really just for hobbyists. The 816 00:48:13,880 --> 00:48:17,640 Speaker 1: Apple two was the first one aimed at beyond just 817 00:48:17,719 --> 00:48:20,960 Speaker 1: the hobbyist market, but it was fairly modest. Early on. 818 00:48:21,360 --> 00:48:24,080 Speaker 1: Some folks point to computers as being the reason that 819 00:48:24,120 --> 00:48:28,240 Speaker 1: consoles were dying because parents were switching to computers because 820 00:48:28,239 --> 00:48:31,560 Speaker 1: the computer could do way more stuff than just play games. 821 00:48:31,600 --> 00:48:35,560 Speaker 1: They could potentially help a kid do homework and stuff, 822 00:48:36,080 --> 00:48:39,080 Speaker 1: so they were looked at as being, you know, useful 823 00:48:39,239 --> 00:48:42,759 Speaker 1: and not just a diversion. And I'm sure there's an 824 00:48:42,760 --> 00:48:46,080 Speaker 1: element of truth to that for at least some households, 825 00:48:46,120 --> 00:48:49,760 Speaker 1: But computers were typically much more expensive than home video 826 00:48:49,800 --> 00:48:53,400 Speaker 1: game consoles, and even by the mid nineteen eighties they 827 00:48:53,440 --> 00:48:57,000 Speaker 1: were still kind of a niche market, Like, yeah, you 828 00:48:57,040 --> 00:48:59,200 Speaker 1: could buy a computer instead of a home video game 829 00:48:59,239 --> 00:49:03,439 Speaker 1: console system, but you'd be spending five hundred to seven 830 00:49:03,840 --> 00:49:09,360 Speaker 1: dollars more in nineteen eighties dollars. That's a significant expense. 831 00:49:09,560 --> 00:49:14,200 Speaker 1: So I think they contributed to the problem that video 832 00:49:14,239 --> 00:49:16,840 Speaker 1: game consoles were going through, but they were not the 833 00:49:16,880 --> 00:49:21,640 Speaker 1: smoking gun. It was not that as a whole, Americans 834 00:49:21,719 --> 00:49:24,960 Speaker 1: decided that video game consoles were off and now computers 835 00:49:24,960 --> 00:49:28,800 Speaker 1: were the thing. I do think that the lousy games 836 00:49:28,840 --> 00:49:32,320 Speaker 1: had a little bit more of an impact than computer consoles. 837 00:49:32,760 --> 00:49:34,800 Speaker 1: I mean, I was a kid in the early eighties. 838 00:49:35,080 --> 00:49:37,000 Speaker 1: I asked my parents to buy a game for me, 839 00:49:37,080 --> 00:49:38,680 Speaker 1: like I said, this was what I wanted for my 840 00:49:38,760 --> 00:49:42,000 Speaker 1: birthday or for Christmas or something. And then I get 841 00:49:42,000 --> 00:49:45,400 Speaker 1: the game and it's just playing awful. Well, that's likely 842 00:49:45,480 --> 00:49:48,920 Speaker 1: to discourage my parents from buying me another game in 843 00:49:48,960 --> 00:49:51,800 Speaker 1: the future, right, Like, If I'm like, this is terrible 844 00:49:51,800 --> 00:49:53,120 Speaker 1: and I don't even want to play it and it 845 00:49:53,200 --> 00:49:56,799 Speaker 1: costs thirty bucks, probably not going to get another one 846 00:49:56,960 --> 00:50:00,319 Speaker 1: anytime soon. Now, there were some awesome games out there, 847 00:50:00,680 --> 00:50:03,239 Speaker 1: don't get me wrong, some truly amazing games. For the 848 00:50:03,239 --> 00:50:06,000 Speaker 1: Atari twenty six hundred when you take into account what 849 00:50:06,080 --> 00:50:08,479 Speaker 1: the twenty six hundred was capable of. I'm not gonna 850 00:50:08,520 --> 00:50:10,920 Speaker 1: say they would stand up toe to toe with Call 851 00:50:10,960 --> 00:50:14,040 Speaker 1: of Duty or something, but sometimes you would just end 852 00:50:14,080 --> 00:50:17,040 Speaker 1: up with rotten games because maybe you thought the name 853 00:50:17,040 --> 00:50:19,640 Speaker 1: of the game sounded cool, or the cover art on 854 00:50:19,680 --> 00:50:22,520 Speaker 1: the box was interesting. Because I remember, there was no 855 00:50:22,560 --> 00:50:26,920 Speaker 1: Worldwide Web back in those days, so you were probably 856 00:50:27,000 --> 00:50:29,440 Speaker 1: just buying something based upon how it looked in the store. 857 00:50:30,040 --> 00:50:32,759 Speaker 1: Maybe if you were living in certain markets, you might 858 00:50:32,800 --> 00:50:35,400 Speaker 1: have access to things like a trade magazine that was 859 00:50:35,440 --> 00:50:38,880 Speaker 1: covering stuff like home video games. I grew up in 860 00:50:38,960 --> 00:50:42,120 Speaker 1: rural Georgia. I was lucky to see magazines at all, 861 00:50:42,440 --> 00:50:46,200 Speaker 1: so so that was not the case for me. Anyway. 862 00:50:46,520 --> 00:50:49,560 Speaker 1: Atari went into a bit of a spiral, not just 863 00:50:49,680 --> 00:50:54,360 Speaker 1: because of the recession brought on by this uh this, 864 00:50:54,360 --> 00:50:58,520 Speaker 1: this change in investor expectations, but also due to just 865 00:50:58,640 --> 00:51:03,400 Speaker 1: mismanagement within the company itself. Atari also had a true 866 00:51:03,440 --> 00:51:06,680 Speaker 1: successor to the twenty six hundred planned This was the 867 00:51:06,800 --> 00:51:10,359 Speaker 1: seventy eight hundred. This would have been the truly more 868 00:51:10,440 --> 00:51:14,120 Speaker 1: powerful console. It technically would have been a third generation 869 00:51:14,239 --> 00:51:17,279 Speaker 1: video game console. It would have been closer to being 870 00:51:17,320 --> 00:51:20,600 Speaker 1: on par with the Nintendo Entertainment system that wouldn't come 871 00:51:20,600 --> 00:51:24,160 Speaker 1: out in the U S till But before Atari could 872 00:51:24,160 --> 00:51:27,080 Speaker 1: go into full production on the seventy eight hundred, Warner 873 00:51:27,160 --> 00:51:32,239 Speaker 1: Communications sold off the Atari home video game division to 874 00:51:32,880 --> 00:51:38,399 Speaker 1: Jack Trammel, who had previously founded Commodore and had subsequently 875 00:51:38,520 --> 00:51:42,440 Speaker 1: entered into a bitter feud with Commodore. Now, I've covered 876 00:51:42,560 --> 00:51:45,480 Speaker 1: the story of Atari elsewhere. I've also covered the story 877 00:51:45,480 --> 00:51:47,600 Speaker 1: of Commodore elsewhere, so I'm not going to go into 878 00:51:47,640 --> 00:51:50,160 Speaker 1: all of that except to say that the seventy eight 879 00:51:50,280 --> 00:51:54,280 Speaker 1: hundred was a casualty as a result of Atari changing 880 00:51:54,400 --> 00:51:58,440 Speaker 1: hands from Warner Communications to Jack Trammel. But the recession 881 00:51:58,520 --> 00:52:02,839 Speaker 1: reached beyond Atari itself. Kaliko decided to develop a home 882 00:52:02,880 --> 00:52:07,480 Speaker 1: computer expansion for the Clico Vision. This one was called Adam, 883 00:52:07,520 --> 00:52:09,520 Speaker 1: and they were attempting to get into the home computer 884 00:52:09,600 --> 00:52:12,920 Speaker 1: market while keeping a toe in the video game industry. 885 00:52:13,000 --> 00:52:17,319 Speaker 1: But Adam turned into a flop, really expensive flop, and 886 00:52:17,320 --> 00:52:22,320 Speaker 1: then Calico got out of the business entirely. Mattel, after 887 00:52:22,360 --> 00:52:25,040 Speaker 1: the failure of the in television, to decide to extricate 888 00:52:25,040 --> 00:52:27,520 Speaker 1: itself from the home video game market as well eventually 889 00:52:27,560 --> 00:52:31,480 Speaker 1: sold those assets off to other companies, and meanwhile, video 890 00:52:31,520 --> 00:52:34,000 Speaker 1: game developers were going out a business left and right. 891 00:52:34,120 --> 00:52:36,799 Speaker 1: A lot of companies that made super cheap games were 892 00:52:36,800 --> 00:52:39,560 Speaker 1: gone first because they were a victim of that retail 893 00:52:39,680 --> 00:52:44,000 Speaker 1: arrangement I mentioned earlier. The Magic had to change its plans. 894 00:52:44,080 --> 00:52:46,800 Speaker 1: It had been heading for an initial public offering or 895 00:52:46,840 --> 00:52:49,160 Speaker 1: i p O. That's when a company goes from being 896 00:52:49,200 --> 00:52:52,080 Speaker 1: a private company to a publicly traded company on the 897 00:52:52,160 --> 00:52:56,640 Speaker 1: on a stock market. But after the Warner Communications stock 898 00:52:56,800 --> 00:52:59,800 Speaker 1: took a dive, a Magic put those plans on hold, 899 00:53:00,360 --> 00:53:03,680 Speaker 1: and eventually the company folded, largely also because of that 900 00:53:03,800 --> 00:53:07,920 Speaker 1: retail issue. While that shareholder call could be pointed to 901 00:53:08,480 --> 00:53:12,359 Speaker 1: as the inciting incident for the video game crash, it 902 00:53:12,440 --> 00:53:15,720 Speaker 1: wasn't as if the market collapsed entirely overnight. It actually 903 00:53:15,800 --> 00:53:18,759 Speaker 1: was drawn out over a couple of years. But the 904 00:53:18,800 --> 00:53:22,520 Speaker 1: writing was on the wall. Retailers became skeptical of video 905 00:53:22,560 --> 00:53:26,399 Speaker 1: games in general. After many of the questionable developers went 906 00:53:26,400 --> 00:53:28,840 Speaker 1: out of business. It meant that a lot of retail 907 00:53:28,880 --> 00:53:31,560 Speaker 1: companies were left holding onto stock that they couldn't send 908 00:53:31,600 --> 00:53:34,880 Speaker 1: back because there was no back right. The companies that 909 00:53:35,200 --> 00:53:38,480 Speaker 1: had made those games didn't exist anymore. So that's when 910 00:53:38,520 --> 00:53:42,759 Speaker 1: you started seeing retailers create these enormous bargain bins where 911 00:53:42,800 --> 00:53:46,680 Speaker 1: they were selling cartridges at like a dollar each or something. 912 00:53:47,280 --> 00:53:49,400 Speaker 1: And these were a lot of these were like just 913 00:53:49,480 --> 00:53:53,520 Speaker 1: the worst games, the lowest quality stuff, because again, the 914 00:53:53,560 --> 00:53:57,200 Speaker 1: companies that had made them no longer existed. Uh not 915 00:53:57,480 --> 00:54:00,480 Speaker 1: not a great ad for you to go out by them. 916 00:54:00,520 --> 00:54:02,440 Speaker 1: And meanwhile the retailers are just trying to get rid 917 00:54:02,480 --> 00:54:05,319 Speaker 1: of them, to get them out of the stores. Uh. 918 00:54:05,400 --> 00:54:08,600 Speaker 1: This was this, This created just like a bad feeling 919 00:54:08,719 --> 00:54:13,120 Speaker 1: for everybody, the consumers and the retailers. And I would 920 00:54:13,120 --> 00:54:15,319 Speaker 1: say that the video game crash really happened for a 921 00:54:15,360 --> 00:54:18,760 Speaker 1: lot of these reasons. A big one was that retailer agreement, 922 00:54:19,320 --> 00:54:21,560 Speaker 1: the fact that retailers fell into the same traps that 923 00:54:21,640 --> 00:54:24,399 Speaker 1: investors did. They overestimated the profit that they would make 924 00:54:24,880 --> 00:54:28,279 Speaker 1: coming from these games, so overestimating the market was a 925 00:54:28,320 --> 00:54:32,520 Speaker 1: big part of it. And that the retailers, as a 926 00:54:32,600 --> 00:54:36,239 Speaker 1: result of getting burned by this, were less interested in 927 00:54:36,520 --> 00:54:40,080 Speaker 1: carrying and promoting home video game consoles. And meanwhile the 928 00:54:40,080 --> 00:54:42,879 Speaker 1: consumers were thinking, well, really, the problem here is that 929 00:54:43,719 --> 00:54:46,360 Speaker 1: I want something that looks a little better. The arcades 930 00:54:46,400 --> 00:54:48,759 Speaker 1: had been getting better and better. The arcade games have 931 00:54:48,800 --> 00:54:51,400 Speaker 1: been getting better and better. The arcades themselves would have 932 00:54:51,480 --> 00:54:55,720 Speaker 1: their own massive recession, but the home market wasn't getting 933 00:54:55,719 --> 00:54:59,360 Speaker 1: better because you were still using the same old console hardware. 934 00:54:59,719 --> 00:55:03,879 Speaker 1: If Atari had introduced the hundred a year or two 935 00:55:03,960 --> 00:55:07,759 Speaker 1: earlier than it did, then things probably would have been 936 00:55:07,800 --> 00:55:10,200 Speaker 1: a lot different, or at least they potentially could have 937 00:55:10,239 --> 00:55:13,759 Speaker 1: been a lot different. Instead, it took Nintendo coming over 938 00:55:14,239 --> 00:55:19,040 Speaker 1: and introducing the Nintendo Entertainment System to revitalize the video 939 00:55:19,040 --> 00:55:22,880 Speaker 1: game market here in the United States. Uh And famously, 940 00:55:22,880 --> 00:55:26,880 Speaker 1: when Nintendo did that, they would pair the NES with 941 00:55:27,000 --> 00:55:29,760 Speaker 1: a robot in order to try and sell it as 942 00:55:29,800 --> 00:55:34,319 Speaker 1: a toy in toy stores because toy stores were not 943 00:55:34,440 --> 00:55:37,400 Speaker 1: super eager to hold video game consoles because of the 944 00:55:37,400 --> 00:55:40,000 Speaker 1: issues I just said, a lot of the problems that 945 00:55:40,080 --> 00:55:43,560 Speaker 1: led to this crash were kind of self fulfilling. It 946 00:55:43,680 --> 00:55:49,399 Speaker 1: was this vicious cycle of of issues that collectively created 947 00:55:49,440 --> 00:55:53,080 Speaker 1: this market collapse. So, yeah, it's a little too simplistic 948 00:55:53,120 --> 00:55:58,719 Speaker 1: to say et killed video games in America. That's not accurate. 949 00:55:59,480 --> 00:56:04,480 Speaker 1: It was one aspect of lots of different things that 950 00:56:04,560 --> 00:56:10,359 Speaker 1: collectively lead to the dissolution of video games for a 951 00:56:10,440 --> 00:56:12,919 Speaker 1: good two years in the United States. In other parts 952 00:56:12,920 --> 00:56:14,759 Speaker 1: of the world, by the way, this was not the 953 00:56:14,800 --> 00:56:19,160 Speaker 1: case like in Europe and Japan, the video game industry 954 00:56:19,160 --> 00:56:21,520 Speaker 1: didn't have this massive recession the way it did here 955 00:56:21,520 --> 00:56:25,480 Speaker 1: in the States. But yeah, that is a story about 956 00:56:25,560 --> 00:56:29,000 Speaker 1: the three video game crash. Hope you enjoyed it. If 957 00:56:29,040 --> 00:56:31,239 Speaker 1: you have suggestions for topics that I should cover in 958 00:56:31,239 --> 00:56:34,319 Speaker 1: future episodes of tech Stuff, please reach out to me 959 00:56:34,360 --> 00:56:36,560 Speaker 1: and let me know. The best way to do that 960 00:56:37,000 --> 00:56:39,520 Speaker 1: is on Twitter. The handle for the show is text 961 00:56:39,560 --> 00:56:43,320 Speaker 1: Stuff H s W and I'll talk to you again 962 00:56:44,200 --> 00:56:48,200 Speaker 1: really soon. I gotta go over to Jimmy Bob's video 963 00:56:48,239 --> 00:56:59,200 Speaker 1: game Emporium first return this broken copy of Pitfall. Text 964 00:56:59,200 --> 00:57:02,640 Speaker 1: Stuff is an I Heart Radio production. For more podcasts 965 00:57:02,680 --> 00:57:05,440 Speaker 1: from I Heart Radio, visit the i Heart Radio app, 966 00:57:05,560 --> 00:57:08,720 Speaker 1: Apple Podcasts, or wherever you listen to your favorite shows.