WEBVTT - The Video Game Crash of 1983

0:00:04.400 --> 0:00:07.800
<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

0:00:12.280 --> 0:00:14.720
<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

0:00:14.800 --> 0:00:17.640
<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio.

0:00:17.680 --> 0:00:20.640
<v Speaker 1>It all love all things tech, and you know, back

0:00:20.640 --> 0:00:25.280
<v Speaker 1>in two, Chris Pallette, my original co host, and I

0:00:25.320 --> 0:00:28.159
<v Speaker 1>did a short episode about the video game crash of

0:00:28.360 --> 0:00:31.960
<v Speaker 1>nineteen eighty three. But I think we fell into some

0:00:32.000 --> 0:00:33.800
<v Speaker 1>traps that a lot of people fall into when they

0:00:33.840 --> 0:00:36.639
<v Speaker 1>talk about that, and I figured that we could probably

0:00:36.680 --> 0:00:40.120
<v Speaker 1>go back to a deeper dive in this episode and

0:00:40.240 --> 0:00:45.280
<v Speaker 1>learn about how that all happened. Now, the super short

0:00:45.440 --> 0:00:48.800
<v Speaker 1>version of the story is that here in the United States,

0:00:49.360 --> 0:00:52.920
<v Speaker 1>the home video game market went into a recession after

0:00:53.000 --> 0:00:57.800
<v Speaker 1>it became oversaturated. It was built on a faulty business model,

0:00:58.240 --> 0:01:01.120
<v Speaker 1>really a faulty distribution mode atle which we'll talk about.

0:01:01.960 --> 0:01:07.039
<v Speaker 1>Investors lost confidence in the companies involved, and the entire industry,

0:01:07.160 --> 0:01:11.880
<v Speaker 1>mostly concentrated in a single company, collapsed under its own weight. Now,

0:01:11.920 --> 0:01:15.480
<v Speaker 1>some people given even shorter version, effectively blaming a pair

0:01:15.520 --> 0:01:18.960
<v Speaker 1>of Atari cartridges for the whole thing. But as we'll see,

0:01:19.000 --> 0:01:24.360
<v Speaker 1>that ends up being a little bit reductive, but seemed

0:01:24.400 --> 0:01:27.040
<v Speaker 1>like it would have been a great year for games.

0:01:27.400 --> 0:01:29.640
<v Speaker 1>I mean, if you look at the arcades, Dragons Layer

0:01:29.800 --> 0:01:33.919
<v Speaker 1>and Space Ace, both video games with full hand drawn

0:01:34.040 --> 0:01:38.360
<v Speaker 1>animation from Don Bluth stored on laser disc. They made

0:01:38.360 --> 0:01:41.479
<v Speaker 1>a big splash that year. This was despite the fact

0:01:41.480 --> 0:01:44.000
<v Speaker 1>that player interaction in those games is just limited to

0:01:44.600 --> 0:01:48.400
<v Speaker 1>responding to timed events and pushing on a joystick in

0:01:48.440 --> 0:01:51.680
<v Speaker 1>a particular direction or hitting a button. Um, but you're

0:01:51.680 --> 0:01:55.760
<v Speaker 1>not controlling animated characters the entire time. It's literally like, oh,

0:01:55.800 --> 0:01:59.000
<v Speaker 1>the screen flash to push left. Uh. The Star Wars

0:01:59.080 --> 0:02:01.520
<v Speaker 1>Arcade Machine also came out in nineteen eighty three. That

0:02:01.560 --> 0:02:05.800
<v Speaker 1>one had vector color graphics and lines from the movie.

0:02:06.280 --> 0:02:08.360
<v Speaker 1>By the way, that game remains one of my favorite

0:02:08.440 --> 0:02:12.960
<v Speaker 1>arcade games of all time. Likewise, Spy Hunter another game

0:02:13.200 --> 0:02:15.640
<v Speaker 1>that I consider a top arcade game of all time.

0:02:16.080 --> 0:02:17.840
<v Speaker 1>That one came out in nineteen eighty three. That's the

0:02:17.840 --> 0:02:20.600
<v Speaker 1>game where you control a car. You have an overhead

0:02:20.680 --> 0:02:23.200
<v Speaker 1>view you're controlling of cars that goes down the highway

0:02:23.560 --> 0:02:26.160
<v Speaker 1>and the car's got like all these spy gadgets kidded

0:02:26.160 --> 0:02:28.880
<v Speaker 1>out into it, or it can get them by you know,

0:02:29.040 --> 0:02:33.680
<v Speaker 1>docking with a a U a semitruck that's also on

0:02:33.720 --> 0:02:37.080
<v Speaker 1>the road and you have to shoot bad guys and stuff.

0:02:37.360 --> 0:02:39.800
<v Speaker 1>Super cool game. And a lot of other big titles

0:02:39.800 --> 0:02:42.800
<v Speaker 1>came out that year, like Discs of Tron, Elevator Action,

0:02:43.560 --> 0:02:47.440
<v Speaker 1>Junior pac Man, and Crawl. Okay, so that last one

0:02:47.520 --> 0:02:49.880
<v Speaker 1>wasn't exactly a class arcade game, but it was an

0:02:50.000 --> 0:02:53.040
<v Speaker 1>arcade die in with a science fiction fantasy film that

0:02:53.120 --> 0:02:56.600
<v Speaker 1>I've got a soft spot for. All Right, So we

0:02:56.680 --> 0:03:00.480
<v Speaker 1>can't just jump into nine or even nineteen eighty and

0:03:00.560 --> 0:03:03.000
<v Speaker 1>expect to have a full understanding of what led to

0:03:03.040 --> 0:03:07.320
<v Speaker 1>the industry crash. We really need to understand how this

0:03:07.440 --> 0:03:10.600
<v Speaker 1>all got started in the first place. So we're gonna

0:03:10.639 --> 0:03:14.240
<v Speaker 1>do a quick overview of the birth and evolution of

0:03:14.360 --> 0:03:18.240
<v Speaker 1>video games, both for home consoles and for the arcades,

0:03:18.280 --> 0:03:22.360
<v Speaker 1>because they are tied together somewhat um And also, arcades

0:03:22.400 --> 0:03:24.320
<v Speaker 1>were a thing too once upon a time, just in

0:03:24.360 --> 0:03:27.160
<v Speaker 1>case you weren't aware. I mean, there are some arcades

0:03:27.200 --> 0:03:30.720
<v Speaker 1>still in existence, particularly outside the United States, and you've

0:03:30.760 --> 0:03:33.600
<v Speaker 1>got your stuff like David Busters and whatever, but it's

0:03:33.600 --> 0:03:38.720
<v Speaker 1>not like the old days insert old time and music here. Now.

0:03:38.760 --> 0:03:43.400
<v Speaker 1>Before even the old days, there was a physicist named

0:03:43.480 --> 0:03:47.640
<v Speaker 1>William Higginbotham uh, and this cat was an interesting fellow.

0:03:47.680 --> 0:03:50.560
<v Speaker 1>For one thing, he was a scientist at the Los

0:03:50.640 --> 0:03:54.880
<v Speaker 1>Alamos National Laboratory during World War Two and was part

0:03:54.880 --> 0:03:58.480
<v Speaker 1>of the group that developed the atomic bomb. He worked

0:03:58.520 --> 0:04:01.040
<v Speaker 1>on the electronic side of things, you know, rather than

0:04:01.080 --> 0:04:04.680
<v Speaker 1>the stuff what goes boom side of things. But of

0:04:04.720 --> 0:04:07.240
<v Speaker 1>course all these groups were working together with a common

0:04:07.280 --> 0:04:10.640
<v Speaker 1>goal in mind. Anyway, he was part of the team

0:04:10.680 --> 0:04:14.280
<v Speaker 1>that brought upon us the era of nuclear weapons. He

0:04:14.400 --> 0:04:18.000
<v Speaker 1>also campaigned hard for the world to you know, not

0:04:18.040 --> 0:04:20.560
<v Speaker 1>go ham on nuclear weapons and build them all over

0:04:20.600 --> 0:04:24.160
<v Speaker 1>the place. Also, I should point out that it's not

0:04:24.200 --> 0:04:26.360
<v Speaker 1>like the United States was the only country working toward

0:04:26.440 --> 0:04:29.040
<v Speaker 1>nuclear weapons. And I don't mean to suggest that if

0:04:29.080 --> 0:04:32.279
<v Speaker 1>the US hadn't developed the atomic bomb, no one else

0:04:32.279 --> 0:04:35.640
<v Speaker 1>would have done it. Uh, that surely would have happened.

0:04:36.000 --> 0:04:38.640
<v Speaker 1>It's just that's how history played out, all right. So

0:04:38.680 --> 0:04:40.880
<v Speaker 1>let's get back to the video games, though. So Hagin

0:04:40.920 --> 0:04:44.320
<v Speaker 1>Botham goes to work for the brook Haveven National Laboratory

0:04:44.440 --> 0:04:48.279
<v Speaker 1>after the war, and he worked in a department called Instrumentation,

0:04:48.520 --> 0:04:52.279
<v Speaker 1>and this department built various cathode ray tube or CRT

0:04:52.560 --> 0:04:57.000
<v Speaker 1>displays intended for radar systems. Well, in ninete fifty eight,

0:04:57.040 --> 0:05:00.000
<v Speaker 1>he's told he's gonna create an exhibit to show off

0:05:00.040 --> 0:05:03.680
<v Speaker 1>to people whenever they're touring the lab. And he's like,

0:05:04.520 --> 0:05:07.400
<v Speaker 1>we use systems to display stuff on screens. It's not

0:05:07.520 --> 0:05:10.160
<v Speaker 1>very exciting. I mean, it's radar systems, and unless you've

0:05:10.160 --> 0:05:12.200
<v Speaker 1>got something to pick up, it's you're just looking at

0:05:12.240 --> 0:05:14.679
<v Speaker 1>a screen. So he gets an idea. See, the team

0:05:14.720 --> 0:05:19.080
<v Speaker 1>was using oscilloscopes, and oscilloscopes are used to display wave

0:05:19.200 --> 0:05:23.040
<v Speaker 1>forms of various signals. So when a scilloscope can show

0:05:23.040 --> 0:05:27.320
<v Speaker 1>stuff like a signal's frequency and amplitude, among other things,

0:05:27.760 --> 0:05:32.240
<v Speaker 1>and most importantly for this podcast, it can plot curved lines.

0:05:32.680 --> 0:05:37.200
<v Speaker 1>And when paired with an analog computer that Higginbotham's department had,

0:05:37.520 --> 0:05:40.280
<v Speaker 1>it gave the physicist a chance to design a very

0:05:40.360 --> 0:05:45.960
<v Speaker 1>simple tennis game. A technician named Robert Davorak took Higginbotham's

0:05:46.000 --> 0:05:49.560
<v Speaker 1>plans and built the exhibit, and Higginbotham called it Tennis

0:05:49.720 --> 0:05:54.520
<v Speaker 1>for two. This was in nineteen fifty eight. That's more

0:05:54.560 --> 0:05:57.760
<v Speaker 1>than a decade before we'd see a refined version of

0:05:57.800 --> 0:06:01.720
<v Speaker 1>this called Pong. But the game was different from pong

0:06:01.880 --> 0:06:04.400
<v Speaker 1>in other ways, as well, so pong uses a top

0:06:04.560 --> 0:06:09.040
<v Speaker 1>down view. For the table tennis game, players take control

0:06:09.120 --> 0:06:12.839
<v Speaker 1>of bars that act kind of like paddles or rackets.

0:06:12.880 --> 0:06:15.680
<v Speaker 1>Typically they're taking control on the left and right sides

0:06:15.720 --> 0:06:18.039
<v Speaker 1>of the screen, and it's like you're looking down on

0:06:18.200 --> 0:06:21.719
<v Speaker 1>top of a of a table tennis board and you

0:06:21.920 --> 0:06:24.799
<v Speaker 1>you move these these bars, these paddles up and down

0:06:24.880 --> 0:06:27.400
<v Speaker 1>the screen on your side in order to hit a

0:06:27.480 --> 0:06:30.680
<v Speaker 1>ball back and forth. When the ball encounters either the

0:06:30.680 --> 0:06:32.800
<v Speaker 1>top or bottom edge of the screen, it bounces off

0:06:32.880 --> 0:06:35.200
<v Speaker 1>and heads towards you know, whichever direction it was going.

0:06:35.680 --> 0:06:39.080
<v Speaker 1>But Tennis for two only had two lines in It

0:06:39.600 --> 0:06:41.520
<v Speaker 1>had a line along the bottom of the screen which

0:06:41.520 --> 0:06:45.600
<v Speaker 1>represented the ground, and halfway across the length of this

0:06:45.680 --> 0:06:49.960
<v Speaker 1>line was a short vertical line extending up, so this

0:06:50.080 --> 0:06:52.760
<v Speaker 1>represented the net. So it's like you're looking at a

0:06:52.760 --> 0:06:57.080
<v Speaker 1>tennis court in profile. Players had a dial which allowed

0:06:57.080 --> 0:06:59.440
<v Speaker 1>them to set the angle of the ball, and then

0:06:59.600 --> 0:07:02.039
<v Speaker 1>a butt and you would push the button when the

0:07:02.040 --> 0:07:04.240
<v Speaker 1>ball entered your side of the court, and you would

0:07:04.279 --> 0:07:07.080
<v Speaker 1>use the dial to set the angle of your strike.

0:07:07.720 --> 0:07:09.960
<v Speaker 1>There were no paddles or anything like that on the screen.

0:07:10.240 --> 0:07:13.720
<v Speaker 1>Higginbotham didn't really do anything else with this idea. It

0:07:13.800 --> 0:07:16.720
<v Speaker 1>was just kind of to demonstrate the technology, and even

0:07:16.760 --> 0:07:18.720
<v Speaker 1>though it got a lot of attention, he didn't really

0:07:18.720 --> 0:07:21.440
<v Speaker 1>see any application for it beyond that. Now you could

0:07:21.520 --> 0:07:24.720
<v Speaker 1>argue this was the first video game, but it was

0:07:24.800 --> 0:07:28.600
<v Speaker 1>never a commercial product. But flash forward to the nineteen sixties.

0:07:28.760 --> 0:07:32.080
<v Speaker 1>An engineer named Ralph Bear was working for a company

0:07:32.120 --> 0:07:36.120
<v Speaker 1>called Sanders Associates, Incorporated. He was exploring how the company

0:07:36.200 --> 0:07:40.120
<v Speaker 1>might make a companion technology for the television, which had

0:07:40.160 --> 0:07:43.120
<v Speaker 1>proven to be quite popular by the nineteen sixties. So

0:07:43.160 --> 0:07:45.320
<v Speaker 1>the idea was that most folks already had a TV,

0:07:45.600 --> 0:07:49.240
<v Speaker 1>and so creating something that could expand the capabilities of

0:07:49.280 --> 0:07:52.840
<v Speaker 1>a TV would tap into a pre existing market, a

0:07:52.960 --> 0:07:56.600
<v Speaker 1>market that already was proven to have spent money on

0:07:56.880 --> 0:08:00.880
<v Speaker 1>a appliance as expensive as a television. So there and

0:08:01.240 --> 0:08:05.240
<v Speaker 1>two bills, Bill Rush and Bill Harrison began developing a

0:08:05.320 --> 0:08:07.640
<v Speaker 1>box you could connect to a television that would allow

0:08:07.680 --> 0:08:10.720
<v Speaker 1>you to play games on the TV. And the engineers

0:08:10.760 --> 0:08:14.120
<v Speaker 1>built a few prototypes, and we typically referred to them

0:08:14.160 --> 0:08:17.080
<v Speaker 1>as the brown boxes because they were covered in a

0:08:17.200 --> 0:08:19.120
<v Speaker 1>veneer that made them look like they were made out

0:08:19.160 --> 0:08:22.480
<v Speaker 1>of wood. They created a version of table tennis that

0:08:22.600 --> 0:08:25.440
<v Speaker 1>used controllers with three knobs and a button on them.

0:08:26.160 --> 0:08:30.520
<v Speaker 1>The knobs or dials controlled the paddles and the ball

0:08:30.560 --> 0:08:33.560
<v Speaker 1>itself in fact, so one dial was to control the

0:08:33.600 --> 0:08:38.240
<v Speaker 1>horizontal movement of a paddle. And remember this is a

0:08:38.280 --> 0:08:40.800
<v Speaker 1>table tennis that you're looking at either the left side

0:08:40.840 --> 0:08:43.320
<v Speaker 1>or the right side of the screen, So by controlling

0:08:43.320 --> 0:08:46.200
<v Speaker 1>your horizontal movement, you can move closer to or further

0:08:46.320 --> 0:08:49.760
<v Speaker 1>away from the net in the center or the center line.

0:08:50.400 --> 0:08:53.160
<v Speaker 1>And then the second dial controlled the vertical movement of

0:08:53.200 --> 0:08:55.040
<v Speaker 1>the paddle, so that lets you move up and down

0:08:55.080 --> 0:08:57.280
<v Speaker 1>in order to intercept the ball before it would pass

0:08:57.320 --> 0:09:00.320
<v Speaker 1>you and go beyond your side. And then the third

0:09:00.360 --> 0:09:02.960
<v Speaker 1>dial would actually control the movement of the ball itself,

0:09:03.040 --> 0:09:05.959
<v Speaker 1>so once your paddle had hit the ball, you could

0:09:06.040 --> 0:09:09.440
<v Speaker 1>use this third dial to put quote unquote English on

0:09:09.480 --> 0:09:12.760
<v Speaker 1>the ball after you'd already hit it. So not really realistic,

0:09:12.800 --> 0:09:14.920
<v Speaker 1>but you can control the path of the ball by

0:09:15.000 --> 0:09:16.600
<v Speaker 1>turning this dial, so you can make it go up

0:09:16.679 --> 0:09:18.720
<v Speaker 1>or down, or you can make it go up and

0:09:18.720 --> 0:09:21.120
<v Speaker 1>down really fast as you're heading towards the other side,

0:09:21.160 --> 0:09:24.240
<v Speaker 1>in an effort to make sure your opponent can't hit it.

0:09:24.679 --> 0:09:27.680
<v Speaker 1>So you could actually skew the direction of the ball

0:09:27.800 --> 0:09:30.599
<v Speaker 1>as it left your paddle. If your opponent managed to

0:09:30.679 --> 0:09:32.200
<v Speaker 1>hit the ball well, then you would no longer be

0:09:32.240 --> 0:09:34.960
<v Speaker 1>able to control its movement. You wouldn't want to anyway,

0:09:35.200 --> 0:09:37.520
<v Speaker 1>because you would be, you know, focusing too much on

0:09:37.559 --> 0:09:39.600
<v Speaker 1>trying to make sure you move your paddle in the

0:09:39.679 --> 0:09:44.559
<v Speaker 1>right spot to intercept the returning ball. So Sanders Associates

0:09:44.559 --> 0:09:47.520
<v Speaker 1>filed a patent on this design and got it, and

0:09:47.559 --> 0:09:51.240
<v Speaker 1>they looked for buyers, and a company called Magnavox, that's

0:09:51.240 --> 0:09:53.760
<v Speaker 1>a company I should cover in depth at some point

0:09:54.360 --> 0:09:58.520
<v Speaker 1>licensed this design in nine and began working on a

0:09:58.559 --> 0:10:02.240
<v Speaker 1>consumer version of the prototype technology. And this would become

0:10:02.280 --> 0:10:07.840
<v Speaker 1>the first Magnavox Odyssey console, which essentially played table tennis

0:10:08.520 --> 0:10:11.160
<v Speaker 1>without being able to keep score. That you had to

0:10:11.240 --> 0:10:14.959
<v Speaker 1>keep score, you know, on your own. Uh. The Magnavox

0:10:15.000 --> 0:10:19.000
<v Speaker 1>Odyssey came out in September nineteen seventy two. The console

0:10:19.000 --> 0:10:23.040
<v Speaker 1>could accept game cards. These were printed circuit boards that

0:10:23.080 --> 0:10:26.760
<v Speaker 1>were kind of like a proto cartridge. UH. The cards

0:10:26.800 --> 0:10:30.000
<v Speaker 1>modified how the console would send signals to a television

0:10:30.320 --> 0:10:33.840
<v Speaker 1>and how it would interpret inputs, which gave the players

0:10:33.880 --> 0:10:36.800
<v Speaker 1>a few different game types that were all mostly based

0:10:36.880 --> 0:10:40.959
<v Speaker 1>off of table tennis. Magnavox even created the first video

0:10:41.000 --> 0:10:43.840
<v Speaker 1>game console peripheral. For an extra charge, you could buy

0:10:43.880 --> 0:10:46.840
<v Speaker 1>a light gun that you could use with some basic

0:10:46.960 --> 0:10:50.800
<v Speaker 1>shooting games. Again, um, just like you know, they would

0:10:50.800 --> 0:10:53.440
<v Speaker 1>display a white square in your TV and you would

0:10:53.480 --> 0:10:55.720
<v Speaker 1>aim the light gun to it, pull the trigger, and

0:10:55.800 --> 0:10:58.880
<v Speaker 1>if it had detected that the white square was in

0:10:58.920 --> 0:11:02.280
<v Speaker 1>the sight of the gun, then it counted as a hit. Well,

0:11:02.280 --> 0:11:05.920
<v Speaker 1>the Odyssey would enjoy some modest success. Some would say

0:11:05.920 --> 0:11:08.760
<v Speaker 1>it was actually a failure. It would eventually sell around

0:11:08.800 --> 0:11:11.760
<v Speaker 1>three units when all of a sudden done, but early

0:11:11.840 --> 0:11:14.880
<v Speaker 1>on it wasn't making that much of an impact, except

0:11:15.240 --> 0:11:17.800
<v Speaker 1>it would have a huge impact on the history of

0:11:17.880 --> 0:11:21.320
<v Speaker 1>video games, just not necessarily on the consumer market right

0:11:21.360 --> 0:11:24.640
<v Speaker 1>off the go, because one person who saw the Magnavox

0:11:24.640 --> 0:11:28.680
<v Speaker 1>Odyssey and Action was Nolan Bushnell. Now Bushnell and his

0:11:28.920 --> 0:11:32.920
<v Speaker 1>partner Ted Dabney had created the first arcade video game

0:11:33.000 --> 0:11:37.000
<v Speaker 1>in nine under a company that was called Scissor G.

0:11:37.840 --> 0:11:41.600
<v Speaker 1>And this arcade game was called Computer Space, And in turn,

0:11:41.720 --> 0:11:44.400
<v Speaker 1>this was based off a game that had been created

0:11:44.400 --> 0:11:46.600
<v Speaker 1>by folks at M I T way back in nineteen

0:11:46.640 --> 0:11:51.440
<v Speaker 1>sixty two. Called Space War. Now I emphasized that title

0:11:51.520 --> 0:11:55.520
<v Speaker 1>because the actual title has an exclamation point after the

0:11:55.559 --> 0:12:01.360
<v Speaker 1>word space War. Anyway, computer Space was largely an adaptation

0:12:01.360 --> 0:12:04.679
<v Speaker 1>of Space War, and it would become the first commercial

0:12:04.840 --> 0:12:09.559
<v Speaker 1>arcade game, but it wasn't particularly successful. However, Bushnell thought

0:12:09.600 --> 0:12:12.000
<v Speaker 1>there's gonna be a big business in video games, and

0:12:12.040 --> 0:12:14.440
<v Speaker 1>so he was convinced that they needed to stick with

0:12:14.520 --> 0:12:18.240
<v Speaker 1>this kind of this market. So he goes off and

0:12:18.280 --> 0:12:21.600
<v Speaker 1>then found the company Atari, specifically with the goal of

0:12:21.640 --> 0:12:26.040
<v Speaker 1>creating games that the company would then license to manufacturers.

0:12:26.080 --> 0:12:29.360
<v Speaker 1>So the original idea was that Atari would create the

0:12:29.400 --> 0:12:33.640
<v Speaker 1>i P and would program a game, but then effectively

0:12:33.720 --> 0:12:38.040
<v Speaker 1>sell that design to some established gaming company like Bally

0:12:38.280 --> 0:12:44.040
<v Speaker 1>or Williams. Bushnell hired on an engineer named Alan Alcorn. Now,

0:12:44.360 --> 0:12:47.640
<v Speaker 1>the video game world is really young at this point,

0:12:47.720 --> 0:12:50.480
<v Speaker 1>like pretty much the only people who have made any

0:12:50.520 --> 0:12:53.920
<v Speaker 1>games were engineers and programmers who are really just trying

0:12:53.960 --> 0:12:57.360
<v Speaker 1>to create fun ways to misuse company or research lab

0:12:57.440 --> 0:13:01.600
<v Speaker 1>or university property. Like, they weren't games for the general public.

0:13:01.600 --> 0:13:04.040
<v Speaker 1>They were typically making games for themselves and for the

0:13:04.080 --> 0:13:07.960
<v Speaker 1>folks who worked closely with them. And Alcorn had no

0:13:08.080 --> 0:13:11.679
<v Speaker 1>experience in creating games. So Bushnell decided to give him

0:13:11.720 --> 0:13:16.000
<v Speaker 1>the assignment of making a table tennis game similar to

0:13:16.200 --> 0:13:20.160
<v Speaker 1>the Magnavox Odyssey home console game, but this time in

0:13:20.600 --> 0:13:23.680
<v Speaker 1>arcade format, so not a home console, but like an

0:13:23.800 --> 0:13:26.840
<v Speaker 1>arcade cabinet that you would encounter in a place like

0:13:27.160 --> 0:13:30.439
<v Speaker 1>a theater or a bar, because this isn't the time

0:13:30.480 --> 0:13:34.959
<v Speaker 1>before arcades themselves, so this was kind of like a

0:13:34.960 --> 0:13:39.720
<v Speaker 1>programming exercise for Alcorn. So Alcorn pretty much reinvents the

0:13:39.760 --> 0:13:43.720
<v Speaker 1>table tennis game we saw with the Magnavox Odyssey, which

0:13:43.760 --> 0:13:45.920
<v Speaker 1>again Bushnell had actually had a chance to see in

0:13:46.000 --> 0:13:50.800
<v Speaker 1>person before it was released, and Uh and Pong would

0:13:50.800 --> 0:13:54.600
<v Speaker 1>be the result of this. He created an interesting variation

0:13:54.800 --> 0:13:58.600
<v Speaker 1>on this table tennis game. For one thing, it could

0:13:58.679 --> 0:14:01.600
<v Speaker 1>keep score so you didn't have remember it. For another,

0:14:01.640 --> 0:14:04.400
<v Speaker 1>he went so far as to program the little bars

0:14:04.440 --> 0:14:07.840
<v Speaker 1>that act like your paddles or your your rackets. They

0:14:07.840 --> 0:14:14.680
<v Speaker 1>actually have computationally different angled surfaces along the front of

0:14:14.720 --> 0:14:18.080
<v Speaker 1>the bar. So that's just mathematics at this point. So

0:14:18.120 --> 0:14:21.000
<v Speaker 1>by that, I mean if you were to look at them,

0:14:21.120 --> 0:14:24.240
<v Speaker 1>they would be rectangular, right they don't. They wouldn't look angular.

0:14:24.480 --> 0:14:29.040
<v Speaker 1>They're just the rectangles but mathematically there are different sections

0:14:29.080 --> 0:14:32.320
<v Speaker 1>of the bar that act like a slightly different angle

0:14:32.480 --> 0:14:35.960
<v Speaker 1>of attack of a paddle. So if you hit the

0:14:36.640 --> 0:14:41.200
<v Speaker 1>ball smack dab in the middle of your um, your

0:14:41.440 --> 0:14:45.320
<v Speaker 1>your paddle, you would have a pretty simple deflection. If

0:14:45.320 --> 0:14:46.760
<v Speaker 1>it was coming straight at you and you hit it

0:14:46.920 --> 0:14:50.440
<v Speaker 1>right dead in the center, it would go straight back um.

0:14:50.480 --> 0:14:51.960
<v Speaker 1>If it was coming at an angle, then it would

0:14:52.000 --> 0:14:55.080
<v Speaker 1>bounce off at a ninety degree angle deflection. But if

0:14:55.080 --> 0:14:57.920
<v Speaker 1>it hit other parts of the bar, like toward the end,

0:14:58.440 --> 0:15:01.960
<v Speaker 1>they would have a more severe deflection, a sharper angle.

0:15:02.480 --> 0:15:05.920
<v Speaker 1>So where you hit the ball with your paddle would

0:15:06.040 --> 0:15:09.400
<v Speaker 1>change the way the ball flew back towards your opponent.

0:15:09.720 --> 0:15:12.240
<v Speaker 1>It was neat that he was able to mathematically do

0:15:12.320 --> 0:15:17.120
<v Speaker 1>this anyway. Atari would choose to manufacture pong itself rather

0:15:17.160 --> 0:15:19.400
<v Speaker 1>than license it to some other company. There's this whole

0:15:19.400 --> 0:15:23.520
<v Speaker 1>story about how Atari had approached a couple of different

0:15:23.520 --> 0:15:27.880
<v Speaker 1>companies about the possibility of making pong and then told

0:15:27.920 --> 0:15:30.080
<v Speaker 1>each of the companies, Hey, it turns out the other

0:15:30.200 --> 0:15:33.440
<v Speaker 1>guys aren't interested in making this for us, which then

0:15:33.800 --> 0:15:37.160
<v Speaker 1>discouraged the company. So they backed out that that was

0:15:37.160 --> 0:15:39.520
<v Speaker 1>Atri's plan because they wanted to make it themselves, but

0:15:39.560 --> 0:15:41.880
<v Speaker 1>they first had to get out of this commitment that

0:15:41.960 --> 0:15:43.920
<v Speaker 1>they were going to make it for some other company.

0:15:43.920 --> 0:15:46.280
<v Speaker 1>So they did that. They went out and they got

0:15:46.360 --> 0:15:49.560
<v Speaker 1>a line of credit in order to produce this. Because

0:15:49.560 --> 0:15:51.480
<v Speaker 1>Atari was still a very young company, didn't have a

0:15:51.480 --> 0:15:55.280
<v Speaker 1>lot of money, and manufacturing an arcade machine is expensive.

0:15:55.320 --> 0:15:57.520
<v Speaker 1>You have to go through the whole manufacturing process, so

0:15:58.160 --> 0:16:00.720
<v Speaker 1>this was a big risk, but it paid off. Pong

0:16:00.800 --> 0:16:04.400
<v Speaker 1>would become the first commercially successful arcade game. It would

0:16:04.400 --> 0:16:09.720
<v Speaker 1>also prompt Magnavox to sue Atari for patent infringement, saying, hey,

0:16:09.960 --> 0:16:13.200
<v Speaker 1>we paid for this patent and you clearly have copied it,

0:16:14.080 --> 0:16:18.960
<v Speaker 1>so what's up with that. This lawsuit would eventually get

0:16:19.000 --> 0:16:22.760
<v Speaker 1>settled out of court. Now, Atari would subsequently make its

0:16:22.800 --> 0:16:27.080
<v Speaker 1>own table tennis video game console, which it called, fittingly enough,

0:16:27.280 --> 0:16:32.440
<v Speaker 1>Home Pong. They released that console in the original Odyssey

0:16:32.480 --> 0:16:34.320
<v Speaker 1>had been on the market for a few years at

0:16:34.320 --> 0:16:37.200
<v Speaker 1>that point, and Atari would sell around a hundred fifties

0:16:37.200 --> 0:16:41.920
<v Speaker 1>thousand units all told, so, you know, still not a

0:16:42.000 --> 0:16:45.000
<v Speaker 1>huge number in the grand scheme of things. Now, Pong

0:16:45.120 --> 0:16:48.200
<v Speaker 1>the arcade game was wildly successful, and you can kind

0:16:48.240 --> 0:16:50.320
<v Speaker 1>of understand why I mean, the game is simple, so

0:16:50.360 --> 0:16:53.200
<v Speaker 1>it's really easy to understand how to play, unlike say

0:16:53.200 --> 0:16:57.840
<v Speaker 1>Computer Space, which was notoriously complicated. It only costs to

0:16:57.920 --> 0:17:03.000
<v Speaker 1>play Pong for a session, whereas home consoles were upwards

0:17:03.000 --> 0:17:06.040
<v Speaker 1>of a hundred dollars, and when we adjust for inflation,

0:17:06.080 --> 0:17:09.160
<v Speaker 1>that's around the same as six hundred twenty bucks today.

0:17:09.320 --> 0:17:14.280
<v Speaker 1>So while the home consoles were moving okay, the arcade

0:17:14.320 --> 0:17:17.119
<v Speaker 1>was doing a little bit better. Between nineteen seventy two

0:17:17.119 --> 0:17:19.680
<v Speaker 1>and nineteen seventy seven, pretty much all the video game

0:17:19.720 --> 0:17:23.399
<v Speaker 1>home consoles were focused mainly on table tennis, are games

0:17:23.400 --> 0:17:27.440
<v Speaker 1>that were very slight variations on table tennis, So in

0:17:27.520 --> 0:17:31.520
<v Speaker 1>other words, everything was Pong pretty much like it may

0:17:31.560 --> 0:17:33.920
<v Speaker 1>not be called Pong because that was an Atari thing,

0:17:34.520 --> 0:17:37.440
<v Speaker 1>but they were all essentially Pong. So there were numerous

0:17:37.440 --> 0:17:40.919
<v Speaker 1>copycats out there, and there was a massive oversaturation of

0:17:41.040 --> 0:17:44.760
<v Speaker 1>first generation consoles, and they pretty much all played Pong

0:17:44.880 --> 0:17:47.760
<v Speaker 1>or some variation of that, and by nineteen seventy seven

0:17:47.760 --> 0:17:50.639
<v Speaker 1>that had all played out. Dozens of companies that had

0:17:50.680 --> 0:17:52.959
<v Speaker 1>jumped into the market in an effort to cash in

0:17:53.040 --> 0:17:55.800
<v Speaker 1>on what was seen as a craze found themselves over

0:17:55.880 --> 0:17:58.880
<v Speaker 1>extended and many of them would go out of business,

0:17:59.280 --> 0:18:00.760
<v Speaker 1>and it was a tough sell. I mean, a lot

0:18:00.840 --> 0:18:04.240
<v Speaker 1>of folks who were interested in video table tennis had

0:18:04.240 --> 0:18:07.800
<v Speaker 1>already bought a console, and since all the consoles offered

0:18:08.080 --> 0:18:11.680
<v Speaker 1>more or less what wasn't a largely identical experience, there

0:18:11.720 --> 0:18:13.800
<v Speaker 1>wasn't much reason to go out and buy another one. Right,

0:18:13.880 --> 0:18:16.440
<v Speaker 1>you already have a Pong machine. You don't need another one,

0:18:17.040 --> 0:18:20.159
<v Speaker 1>So why would you shell out a hundred dollars or

0:18:20.200 --> 0:18:23.600
<v Speaker 1>more to buy something that you essentially already have. So

0:18:23.640 --> 0:18:26.959
<v Speaker 1>the arcade game business wasn't in much better shape at

0:18:27.000 --> 0:18:29.520
<v Speaker 1>this point. While Pong had been a high point in

0:18:29.560 --> 0:18:33.480
<v Speaker 1>the arcade industry, there was a real lag and innovation

0:18:33.560 --> 0:18:37.840
<v Speaker 1>in the arcade space, and so the whole industry, consoles

0:18:37.880 --> 0:18:39.879
<v Speaker 1>and arcade went into a bit of a recession. In

0:18:41.280 --> 0:18:44.080
<v Speaker 1>by in the night a game would come out that

0:18:44.119 --> 0:18:47.320
<v Speaker 1>would breathe new life into the arcade industry and later

0:18:47.400 --> 0:18:50.800
<v Speaker 1>on into the home video game market. We'll find out

0:18:50.800 --> 0:18:53.720
<v Speaker 1>which game that was when we come back from this

0:18:53.920 --> 0:19:06.000
<v Speaker 1>short break. Okay. So there was this early glut of

0:19:06.080 --> 0:19:09.000
<v Speaker 1>table tennis based video game consoles in the early to

0:19:09.119 --> 0:19:12.960
<v Speaker 1>mid seventies, and that market ultimately collapsed By the time

0:19:12.960 --> 0:19:15.440
<v Speaker 1>the dust had cleared, only a few companies were still

0:19:15.480 --> 0:19:18.560
<v Speaker 1>in that market. Atari was one of them. Atari had

0:19:18.600 --> 0:19:22.119
<v Speaker 1>continued making arcade machines as well as some consoles and

0:19:22.200 --> 0:19:25.639
<v Speaker 1>handheld devices as well. You probably wouldn't be surprised to

0:19:25.720 --> 0:19:27.639
<v Speaker 1>learn that a lot of those still remained kind of

0:19:27.760 --> 0:19:31.080
<v Speaker 1>Pong inspired, because that game had been such a big

0:19:31.119 --> 0:19:33.560
<v Speaker 1>success for Atari. It was something that the company was

0:19:33.640 --> 0:19:36.760
<v Speaker 1>leaning on. Some of the other titles that were uh

0:19:36.800 --> 0:19:40.080
<v Speaker 1>the Atari was producing we're racing game titles. They had

0:19:40.080 --> 0:19:42.119
<v Speaker 1>a couple of military games, like some games where you

0:19:42.119 --> 0:19:45.560
<v Speaker 1>would control a tank or a jet fighter game. Also,

0:19:45.600 --> 0:19:48.600
<v Speaker 1>in nineteen seventy six, Bushnell made a deal to sell

0:19:48.680 --> 0:19:52.520
<v Speaker 1>Atari to Warner Communications, and he stayed on for a

0:19:52.560 --> 0:19:56.879
<v Speaker 1>short while anyway, to continue to lead Atari. But lots

0:19:56.920 --> 0:19:59.240
<v Speaker 1>of other companies that tried to cash in on the

0:19:59.320 --> 0:20:02.679
<v Speaker 1>video tape old tennis trend. We're not so fortunate. And

0:20:02.720 --> 0:20:05.359
<v Speaker 1>once the market was saturated, you know, once pretty much

0:20:05.359 --> 0:20:06.960
<v Speaker 1>all the folks who one of one of these things

0:20:07.040 --> 0:20:09.840
<v Speaker 1>had one, there was nowhere to go. Plus, the second

0:20:09.840 --> 0:20:12.479
<v Speaker 1>generation of consoles were beginning to come out, and that

0:20:12.560 --> 0:20:15.320
<v Speaker 1>was the real nail in the coffin, and a big

0:20:15.400 --> 0:20:20.119
<v Speaker 1>change with these consoles is that these were predominantly cartridge based.

0:20:20.480 --> 0:20:25.200
<v Speaker 1>So instead of hardwiring games into the console itself, where

0:20:25.440 --> 0:20:28.359
<v Speaker 1>the console is limited to which every games were programmed

0:20:28.480 --> 0:20:32.720
<v Speaker 1>onto the the actual circuit boards of the console. Programmers

0:20:33.040 --> 0:20:36.000
<v Speaker 1>were designing games that a company would print onto a

0:20:36.040 --> 0:20:38.880
<v Speaker 1>circuit board that was housed inside a cartridge. You would

0:20:38.880 --> 0:20:42.639
<v Speaker 1>plug the cartridge into a console and the console could

0:20:42.720 --> 0:20:45.280
<v Speaker 1>run the game. So this was kind of like if

0:20:45.280 --> 0:20:48.280
<v Speaker 1>you were actually physically switching out part of a circuit

0:20:48.359 --> 0:20:51.120
<v Speaker 1>board in the console every time you were playing a game.

0:20:51.160 --> 0:20:53.760
<v Speaker 1>That's effectively what you were doing. The games were all

0:20:53.800 --> 0:20:58.000
<v Speaker 1>written in ROM format. ROM stands for read only memory.

0:20:58.359 --> 0:21:01.680
<v Speaker 1>That means that a machine can only pull from the

0:21:01.760 --> 0:21:05.600
<v Speaker 1>data that's stored on that cartridge. It cannot change or

0:21:05.720 --> 0:21:09.520
<v Speaker 1>overwrite that data. RAM memory is non volatile, meaning the

0:21:09.560 --> 0:21:11.879
<v Speaker 1>game would always exist on that cartridge unless you were

0:21:11.880 --> 0:21:15.159
<v Speaker 1>to actually physically damage the cartridge itself. It's it is

0:21:15.280 --> 0:21:20.720
<v Speaker 1>a physical program on a circuit board. Now, this switch

0:21:20.840 --> 0:21:23.760
<v Speaker 1>to cartridges allowed companies to make consoles that could run

0:21:23.880 --> 0:21:26.639
<v Speaker 1>any number of games. You just had to program it

0:21:26.720 --> 0:21:30.119
<v Speaker 1>onto a ROM and have that housed in a cartridge

0:21:30.200 --> 0:21:32.639
<v Speaker 1>and have it be compatible with the machine. Then you

0:21:32.680 --> 0:21:35.240
<v Speaker 1>were off to the races. And in the beginning, each

0:21:35.240 --> 0:21:38.720
<v Speaker 1>company making a console had its own game titles, like

0:21:38.760 --> 0:21:41.520
<v Speaker 1>they were producing their own games. So a few of

0:21:41.560 --> 0:21:43.680
<v Speaker 1>the big consoles to come out around that time, where

0:21:43.680 --> 0:21:46.600
<v Speaker 1>the Callika Vision it was actually one of the later ones,

0:21:47.000 --> 0:21:51.359
<v Speaker 1>Mattel's in television, the Magnavox Odyssey to which was a

0:21:51.400 --> 0:21:55.439
<v Speaker 1>cartridge based game console, and of course the giant in

0:21:55.480 --> 0:22:00.960
<v Speaker 1>the space, the Atari Video Computer System or VCS, better

0:22:01.000 --> 0:22:04.000
<v Speaker 1>known to me at least as the Atari twenty hundred.

0:22:04.480 --> 0:22:07.920
<v Speaker 1>Now there were other consoles as well. Um. In fact,

0:22:08.040 --> 0:22:11.040
<v Speaker 1>sometimes people cite that as one of the reasons for

0:22:11.119 --> 0:22:13.920
<v Speaker 1>the video game crash, as we'll learn not so much.

0:22:14.680 --> 0:22:18.120
<v Speaker 1>And really these four consoles were the most popular by far,

0:22:18.280 --> 0:22:22.560
<v Speaker 1>and the Attori twenty hundred commanded the overwhelming share of

0:22:22.600 --> 0:22:26.760
<v Speaker 1>the market. Um depending upon which source you look at,

0:22:27.119 --> 0:22:30.479
<v Speaker 1>Atari would ultimately sell between twenty five million and thirty

0:22:30.560 --> 0:22:37.000
<v Speaker 1>million at twenty units. So that's a lot, especially when

0:22:37.040 --> 0:22:40.800
<v Speaker 1>you look at second place in television, which depending upon

0:22:41.240 --> 0:22:43.760
<v Speaker 1>which source you're looking at, sold between two and three

0:22:43.840 --> 0:22:47.520
<v Speaker 1>million units, so twenty to thirty million units for they

0:22:48.320 --> 0:22:51.639
<v Speaker 1>two to three million for second place, which was in television.

0:22:52.800 --> 0:22:57.160
<v Speaker 1>Atari was the home video game market in in many

0:22:57.240 --> 0:22:59.560
<v Speaker 1>respects Now, I should also add that the Atari twenty

0:22:59.560 --> 0:23:02.119
<v Speaker 1>six it came out a year before The Odyssey to,

0:23:02.720 --> 0:23:06.199
<v Speaker 1>two years before in television, and five years before the

0:23:06.200 --> 0:23:08.800
<v Speaker 1>Collique of Vision, so it really had a head start

0:23:08.840 --> 0:23:11.600
<v Speaker 1>in the market when you compare it to the others. Now,

0:23:11.600 --> 0:23:16.199
<v Speaker 1>the sold okay at launch. It didn't. It didn't do

0:23:16.320 --> 0:23:20.359
<v Speaker 1>badly when it debuted in ninety seven, but it also

0:23:20.560 --> 0:23:23.600
<v Speaker 1>was not a runaway hit. It wasn't like a viral

0:23:23.720 --> 0:23:28.160
<v Speaker 1>marketing sensation. It retailed for just under two hundred dollars,

0:23:28.200 --> 0:23:30.320
<v Speaker 1>so when you adjust that for inflation, it would be

0:23:30.359 --> 0:23:33.280
<v Speaker 1>more than eight hundred bucks today. So when you look

0:23:33.320 --> 0:23:35.280
<v Speaker 1>at a console and you see that's like six hundred

0:23:35.280 --> 0:23:37.639
<v Speaker 1>dollars and you think, wow, that's expensive, keep in mind

0:23:38.040 --> 0:23:42.359
<v Speaker 1>the Atari twenty hundred when it first debuted was sold

0:23:42.400 --> 0:23:45.479
<v Speaker 1>for the equivalent of eight hundred dollars today. And I

0:23:45.560 --> 0:23:47.400
<v Speaker 1>had one of these things, and I think about how

0:23:47.480 --> 0:23:49.600
<v Speaker 1>much my parents must have had to save to give

0:23:49.640 --> 0:23:52.600
<v Speaker 1>me that. Now, granted I got mine a little later

0:23:52.600 --> 0:23:54.840
<v Speaker 1>in the life cycle, it probably wasn't sold at the

0:23:54.880 --> 0:23:59.920
<v Speaker 1>full two d dollars. But still my parents were teachers. Anyway,

0:24:00.280 --> 0:24:03.600
<v Speaker 1>I don't mean to turn this into a Jonathan realizes

0:24:03.600 --> 0:24:07.760
<v Speaker 1>how many sacrifices as parents made podcast. It was expensive

0:24:08.000 --> 0:24:12.240
<v Speaker 1>and despite the cartridge approach providing you know, way more

0:24:12.280 --> 0:24:15.600
<v Speaker 1>options than what you would find with first generation consoles,

0:24:15.840 --> 0:24:17.320
<v Speaker 1>it was a bit of a slow burn. I mean

0:24:17.359 --> 0:24:19.960
<v Speaker 1>you had to remember also that this was this required

0:24:20.000 --> 0:24:23.960
<v Speaker 1>a change in consumer thinking, right because consumers before, yeah,

0:24:24.000 --> 0:24:27.120
<v Speaker 1>they were limited to whatever games were hardwired on a console,

0:24:27.440 --> 0:24:29.440
<v Speaker 1>but they didn't have any other purchases to make once

0:24:29.480 --> 0:24:32.000
<v Speaker 1>they bought the console, unless they were getting a peripheral

0:24:32.680 --> 0:24:35.879
<v Speaker 1>that everything was in the box. But with this model,

0:24:36.560 --> 0:24:39.399
<v Speaker 1>you bought the system, but then you had to buy games.

0:24:39.440 --> 0:24:42.240
<v Speaker 1>You know, you had additional purchase costs on top of

0:24:42.280 --> 0:24:45.919
<v Speaker 1>the system itself. Now, before the break, I alluded to

0:24:45.960 --> 0:24:49.119
<v Speaker 1>an arcade game that would revive the arcade industry and

0:24:49.160 --> 0:24:53.159
<v Speaker 1>subsequently really put a spark in the home video game market.

0:24:53.720 --> 0:24:57.200
<v Speaker 1>That game came from a Japanese company called Tito, and

0:24:57.359 --> 0:25:00.400
<v Speaker 1>it was a little game called Space and eight Ers.

0:25:01.320 --> 0:25:04.080
<v Speaker 1>This game came out for the arcades in nineteen seventy eight,

0:25:04.119 --> 0:25:08.679
<v Speaker 1>so the year after the VCS or came out and

0:25:08.760 --> 0:25:12.480
<v Speaker 1>it was a huge hit. And in the game, you

0:25:12.560 --> 0:25:15.119
<v Speaker 1>just you shoot down blocks of aliens that are flying

0:25:15.160 --> 0:25:18.720
<v Speaker 1>overhead and they scroll left and right, and they dropped

0:25:18.720 --> 0:25:20.680
<v Speaker 1>down a line. Each time they get to the edge

0:25:20.680 --> 0:25:24.320
<v Speaker 1>of a screen, they descend towards you. It's pretty simple game,

0:25:24.520 --> 0:25:28.399
<v Speaker 1>but it became an instant classic. Now the folks that Attari,

0:25:28.520 --> 0:25:31.560
<v Speaker 1>we're paying attention, not Bushnell. At this point he had

0:25:31.600 --> 0:25:37.720
<v Speaker 1>actually either been fired or he quit in nine. How

0:25:37.760 --> 0:25:41.040
<v Speaker 1>that unfolded really depends upon whom you ask, because different

0:25:41.040 --> 0:25:45.000
<v Speaker 1>people have a different explanation for that. And Atari engineers

0:25:45.080 --> 0:25:47.639
<v Speaker 1>were working on what was supposed to come after the

0:25:47.680 --> 0:25:52.040
<v Speaker 1>Atred because when the company first launched the console in nineteen,

0:25:53.160 --> 0:25:55.840
<v Speaker 1>they did it with a plan to replace it with

0:25:55.920 --> 0:25:59.000
<v Speaker 1>a newer piece of hardware within three years. So like

0:25:59.119 --> 0:26:03.800
<v Speaker 1>when they launched seventy seven, they thought, in eight, we're

0:26:03.800 --> 0:26:06.760
<v Speaker 1>going to come out with the next generation of this

0:26:06.920 --> 0:26:10.560
<v Speaker 1>hardware and it will be more powerful and have more capabilities.

0:26:10.920 --> 0:26:14.240
<v Speaker 1>But things would not work out that way, seeing in

0:26:14.800 --> 0:26:20.879
<v Speaker 1>eight Atari published a port of Space Invaders, a pretty

0:26:20.920 --> 0:26:23.520
<v Speaker 1>decent port, and it would go on to become the

0:26:23.600 --> 0:26:28.280
<v Speaker 1>second most popular AT twenty game in its history. We'll

0:26:28.280 --> 0:26:31.640
<v Speaker 1>talk about what was number one a little bit later. Now,

0:26:31.680 --> 0:26:34.600
<v Speaker 1>people were eager to have the experience of playing Space

0:26:34.640 --> 0:26:36.960
<v Speaker 1>Invaders at home. I mean, this was a game where

0:26:37.760 --> 0:26:40.679
<v Speaker 1>typically you would have to go someplace like a theater

0:26:40.840 --> 0:26:43.159
<v Speaker 1>or a bar or something in order to play it.

0:26:43.359 --> 0:26:45.359
<v Speaker 1>Eventually you would be able to go to arcades and

0:26:45.400 --> 0:26:49.120
<v Speaker 1>play it, and this would really see a tight relationship

0:26:49.400 --> 0:26:53.920
<v Speaker 1>formed between the arcade and home markets. Console companies began

0:26:53.960 --> 0:26:57.520
<v Speaker 1>to see the value in licensing popular arcade titles for

0:26:57.640 --> 0:27:02.520
<v Speaker 1>home markets, and arcade developers saw the added value of

0:27:02.560 --> 0:27:06.960
<v Speaker 1>bringing in revenue by licensing their intellectual property to the

0:27:07.040 --> 0:27:11.120
<v Speaker 1>video game companies. So it became kind of a symbiotic relationship.

0:27:12.040 --> 0:27:20.840
<v Speaker 1>At first, it's some foreshadowing. So starting around at sales

0:27:20.880 --> 0:27:24.040
<v Speaker 1>start to pick up and the folks at Warner Communications,

0:27:24.640 --> 0:27:28.960
<v Speaker 1>remember Warner had purchased Atari in nineteen seventy six. They

0:27:28.960 --> 0:27:33.120
<v Speaker 1>were encouraged by this, and it also meant that there

0:27:33.200 --> 0:27:36.719
<v Speaker 1>was still life in the at Remember, the plan was

0:27:36.760 --> 0:27:39.320
<v Speaker 1>to phase it out in nineteen eighty and to have

0:27:39.560 --> 0:27:42.919
<v Speaker 1>a new kind of hardware come on the scene. But

0:27:43.440 --> 0:27:45.880
<v Speaker 1>now they were seeing more and more sales, which meant

0:27:45.920 --> 0:27:48.840
<v Speaker 1>the company decided to push back plans to introduce new,

0:27:48.920 --> 0:27:52.200
<v Speaker 1>more powerful consoles. Why would you spend cash to produce

0:27:52.280 --> 0:27:54.880
<v Speaker 1>something new if you can still move units of something

0:27:54.920 --> 0:27:58.600
<v Speaker 1>that you're already making, alright, But something else that was

0:27:58.640 --> 0:28:02.400
<v Speaker 1>going on around this same time, and it's a big

0:28:02.440 --> 0:28:06.080
<v Speaker 1>part of it. This was the birth of the independent developer. Now.

0:28:06.119 --> 0:28:09.960
<v Speaker 1>I mentioned earlier that at first, each console company was

0:28:10.119 --> 0:28:14.159
<v Speaker 1>responsible for putting out games on its system, So the

0:28:14.160 --> 0:28:18.320
<v Speaker 1>Atari cartridges came from Atari. Atari was the company that

0:28:18.400 --> 0:28:22.080
<v Speaker 1>both made the console and made the games. But then

0:28:22.160 --> 0:28:25.360
<v Speaker 1>things changed, and they changed largely because of how Atari

0:28:25.560 --> 0:28:30.560
<v Speaker 1>was conducting business under Warner Communications. For one thing, Atari

0:28:30.680 --> 0:28:34.800
<v Speaker 1>wasn't paying out bonuses or royalties. You were paid a

0:28:34.840 --> 0:28:37.639
<v Speaker 1>salary and it didn't matter if the game you made

0:28:37.680 --> 0:28:40.080
<v Speaker 1>flopped or if it was a huge hit. You made

0:28:40.120 --> 0:28:43.200
<v Speaker 1>the same amount. So you could make a game that

0:28:43.240 --> 0:28:46.560
<v Speaker 1>would make the company millions of dollars, but you wouldn't

0:28:46.560 --> 0:28:49.760
<v Speaker 1>see any of that cash. Also, if you worked for Atari,

0:28:49.880 --> 0:28:53.080
<v Speaker 1>the only name that was associated with any game they'll

0:28:53.160 --> 0:28:56.320
<v Speaker 1>name that was on the cartridge would be the company

0:28:56.360 --> 0:28:59.120
<v Speaker 1>Atari's name. It didn't matter if you came up with

0:28:59.160 --> 0:29:01.400
<v Speaker 1>the game idea. It didn't even matter if you coded

0:29:01.440 --> 0:29:04.320
<v Speaker 1>the whole darned thing yourself. The name of the cartridge

0:29:04.360 --> 0:29:07.000
<v Speaker 1>was just Atari. There was no credit to you. You

0:29:07.040 --> 0:29:10.880
<v Speaker 1>weren't acknowledged at all, partly because at least the belief

0:29:10.960 --> 0:29:13.560
<v Speaker 1>was that Atari didn't want to run the risk of

0:29:14.120 --> 0:29:17.400
<v Speaker 1>losing talent to some other company. Like if they said, oh,

0:29:17.480 --> 0:29:19.480
<v Speaker 1>this game was created by so and so, then some

0:29:19.520 --> 0:29:22.960
<v Speaker 1>other company might approach so and so and say, hey,

0:29:23.000 --> 0:29:24.560
<v Speaker 1>I see you like to make games. How would you

0:29:24.560 --> 0:29:28.160
<v Speaker 1>like to make way more money doing it? Well, game

0:29:28.200 --> 0:29:30.640
<v Speaker 1>creators weren't totally cool with this. Allot of them wanted

0:29:30.680 --> 0:29:33.400
<v Speaker 1>to have more credit, or at least any credit, and

0:29:33.440 --> 0:29:36.160
<v Speaker 1>Atari just wasn't keen on doing that. Plus, the folks

0:29:36.160 --> 0:29:39.520
<v Speaker 1>at war Our Communications were really cost focused, and they

0:29:39.520 --> 0:29:42.640
<v Speaker 1>didn't trust video game developers. They didn't think of them

0:29:42.640 --> 0:29:45.560
<v Speaker 1>as creatives. So in nineteen seventy nine, a group of

0:29:45.560 --> 0:29:49.080
<v Speaker 1>Atari game developers, four of them left the company to

0:29:49.160 --> 0:29:54.360
<v Speaker 1>found a new one called Activision. Yeah, Activision, as in

0:29:54.400 --> 0:29:57.200
<v Speaker 1>the company that's now known as part of Activision Blizzard.

0:29:57.680 --> 0:30:00.160
<v Speaker 1>It all started off because a bunch of Atari game

0:30:00.200 --> 0:30:02.960
<v Speaker 1>developers were fed up with how Atari was running things.

0:30:03.440 --> 0:30:05.880
<v Speaker 1>They originally planned to create a company that would develop

0:30:06.000 --> 0:30:09.320
<v Speaker 1>its own console, but ultimately they would develop games that

0:30:09.320 --> 0:30:12.400
<v Speaker 1>would run on the Atari twenty hundred, but they would

0:30:12.440 --> 0:30:16.000
<v Speaker 1>not be made by Atari. This would eventually spawn a

0:30:16.080 --> 0:30:18.959
<v Speaker 1>lawsuit in which Attari tried to make Activision stop. They

0:30:18.960 --> 0:30:26.360
<v Speaker 1>were claiming the Activision was infringing upon proprietary intellectual property,

0:30:26.680 --> 0:30:30.320
<v Speaker 1>but eventually the two companies reached a settlement and Activision

0:30:30.360 --> 0:30:34.000
<v Speaker 1>would pay a licensing fee to Atari, but otherwise would

0:30:34.000 --> 0:30:36.680
<v Speaker 1>be able to continue developing games for the Atari twenty

0:30:36.720 --> 0:30:40.240
<v Speaker 1>six hundred. The talent that moved from Attari to Activision

0:30:40.320 --> 0:30:44.160
<v Speaker 1>represented some of the strongest developers who had been at Atari,

0:30:44.320 --> 0:30:46.880
<v Speaker 1>so now Atari was forced back a step when it

0:30:46.920 --> 0:30:51.480
<v Speaker 1>came to developing games. Plus, Atari's games would compete against

0:30:51.600 --> 0:30:55.720
<v Speaker 1>Activision's games, and Activision would be just the first third

0:30:55.720 --> 0:31:00.960
<v Speaker 1>party game developer to create a hundred cartridges. Others would follow.

0:31:01.040 --> 0:31:03.840
<v Speaker 1>One of those would be a Magic, another company that

0:31:04.200 --> 0:31:08.400
<v Speaker 1>had some x Atari talent, create their own developer company,

0:31:08.440 --> 0:31:13.680
<v Speaker 1>and the Magic would launch in one So now Atari

0:31:13.840 --> 0:31:15.960
<v Speaker 1>was going to have to compete with other companies that

0:31:16.000 --> 0:31:19.840
<v Speaker 1>were making Atari games, when before Atari was the one

0:31:19.880 --> 0:31:23.239
<v Speaker 1>and only source of Atari games. This will be an

0:31:23.280 --> 0:31:27.080
<v Speaker 1>important component as we move forward. Now we need to

0:31:27.080 --> 0:31:31.080
<v Speaker 1>talk a bit about distribution and retail because this would

0:31:31.120 --> 0:31:33.720
<v Speaker 1>also play an enormous part in the collapse of the

0:31:33.760 --> 0:31:40.560
<v Speaker 1>market in So let's talk about how retail typically works. Okay,

0:31:40.640 --> 0:31:45.960
<v Speaker 1>So a retail outlet deals with either wholesalers or distributors,

0:31:46.680 --> 0:31:49.840
<v Speaker 1>buying either from a wholesaler or directly from a distributor,

0:31:49.880 --> 0:31:54.120
<v Speaker 1>or maybe directly from a source itself. But the point is,

0:31:54.160 --> 0:31:58.160
<v Speaker 1>the real retail organization orders a certain number of units

0:31:58.200 --> 0:32:01.080
<v Speaker 1>of whatever it is we're dealing with, in this case,

0:32:01.200 --> 0:32:05.400
<v Speaker 1>video games, and that then becomes the stock that the

0:32:05.440 --> 0:32:09.800
<v Speaker 1>retail establishment has to sell. Then the retail company marks

0:32:09.880 --> 0:32:13.280
<v Speaker 1>up the price of this stuff and sells it on

0:32:13.400 --> 0:32:16.920
<v Speaker 1>to the consumer. The retail store is the point of

0:32:17.000 --> 0:32:20.720
<v Speaker 1>sale for the customer, right And of course the retail

0:32:20.760 --> 0:32:22.880
<v Speaker 1>store has to mark up the price or else it

0:32:22.880 --> 0:32:25.560
<v Speaker 1>would make no money. So it has to sell the

0:32:25.640 --> 0:32:27.840
<v Speaker 1>thing for more money than it costs for it to

0:32:28.040 --> 0:32:31.080
<v Speaker 1>purchase it to put it into its stock. That all

0:32:31.120 --> 0:32:34.800
<v Speaker 1>makes sense now, Typically a retailer is on the hook

0:32:35.200 --> 0:32:38.720
<v Speaker 1>for the units that they order. So if a consumer,

0:32:39.200 --> 0:32:41.479
<v Speaker 1>you know, if the consumers don't buy enough of whatever

0:32:41.520 --> 0:32:45.480
<v Speaker 1>it is we're talking about, then typically the retailer has

0:32:45.520 --> 0:32:49.760
<v Speaker 1>to eat that cost. So if video games had worked

0:32:49.800 --> 0:32:52.840
<v Speaker 1>this way in the nineteen eighties, it would have been

0:32:52.880 --> 0:32:54.920
<v Speaker 1>a very different story. It would have looked something like this.

0:32:55.040 --> 0:33:00.400
<v Speaker 1>Let's say, um, Jimmy Bob's video game emporium purchases twenty

0:33:00.440 --> 0:33:04.640
<v Speaker 1>copies of Activision's River Rate, and let's just say, for

0:33:04.680 --> 0:33:08.120
<v Speaker 1>the sake of this this example, that that costs ten

0:33:08.160 --> 0:33:12.000
<v Speaker 1>dollars a pop. So each copy is ten dollars for

0:33:12.080 --> 0:33:16.040
<v Speaker 1>Jimmy Bob to purchase at this this arrangement. But then

0:33:16.120 --> 0:33:19.680
<v Speaker 1>Jimmy Bob marks up those copies to thirty dollars each,

0:33:20.280 --> 0:33:23.280
<v Speaker 1>So Jimmy Bob spent a total of two hundred dollars

0:33:23.280 --> 0:33:26.080
<v Speaker 1>buying these twenty copies of River Raiate to have in stock.

0:33:26.880 --> 0:33:28.840
<v Speaker 1>That means that Jimmy Bob needs to sell at least

0:33:28.920 --> 0:33:35.240
<v Speaker 1>seven copies to start making money in this drastically oversimplified example.

0:33:35.520 --> 0:33:38.280
<v Speaker 1>So seven copies at thirty bucks a pop, that means

0:33:38.320 --> 0:33:42.960
<v Speaker 1>he would net two. But for some reason, this here town,

0:33:43.120 --> 0:33:46.160
<v Speaker 1>the Jimmy Bob's in it don't have video games with

0:33:46.280 --> 0:33:50.240
<v Speaker 1>sophisticated tastes and they don't appreciate the hard work the

0:33:50.280 --> 0:33:53.440
<v Speaker 1>Activision put in for River Raid. So Jimmy Bob only

0:33:53.480 --> 0:33:57.040
<v Speaker 1>sells three copies, that means he brings in ninety dollars,

0:33:57.040 --> 0:33:59.520
<v Speaker 1>but he spent two hundred on the games he bought

0:33:59.560 --> 0:34:03.560
<v Speaker 1>straight for Activision. That means Jimmy Bob has going to

0:34:03.640 --> 0:34:06.840
<v Speaker 1>bed poorer but wiser. At least you would if that's

0:34:06.840 --> 0:34:09.399
<v Speaker 1>how video game distribution actually worked in the old days.

0:34:09.920 --> 0:34:13.319
<v Speaker 1>It didn't. See in that case, the retailer would have

0:34:13.360 --> 0:34:16.680
<v Speaker 1>to come up with other strategies, maybe trying to position

0:34:16.760 --> 0:34:20.120
<v Speaker 1>games in a more inviting spot to get more people

0:34:20.160 --> 0:34:23.200
<v Speaker 1>to buy them, maybe marking down the price a little

0:34:23.200 --> 0:34:25.600
<v Speaker 1>bit so that they can at least break even, if

0:34:25.640 --> 0:34:28.319
<v Speaker 1>not make a little bit of profit. But that's not

0:34:28.400 --> 0:34:31.120
<v Speaker 1>how video game distribution worked in the early eighties. See,

0:34:31.120 --> 0:34:34.759
<v Speaker 1>retailers were not super keen to carry video games that much,

0:34:35.400 --> 0:34:39.360
<v Speaker 1>so companies had to make deals with these retailers in

0:34:39.480 --> 0:34:43.920
<v Speaker 1>order to get their products onto store shelves, and it

0:34:44.000 --> 0:34:46.320
<v Speaker 1>put a lot more of the risk on the game

0:34:46.360 --> 0:34:49.799
<v Speaker 1>developers instead of the retailers. It was the cost of

0:34:49.840 --> 0:34:53.120
<v Speaker 1>doing business. This was the way to convince retailers, hey,

0:34:53.440 --> 0:34:56.640
<v Speaker 1>give our game systems and our cartridges shelf space in

0:34:56.719 --> 0:34:59.520
<v Speaker 1>your store. Shelf space that could go to something else

0:34:59.560 --> 0:35:03.400
<v Speaker 1>that you know, has a proven track record. So the

0:35:03.400 --> 0:35:07.319
<v Speaker 1>deal that a lot of companies agreed to was that

0:35:07.480 --> 0:35:11.920
<v Speaker 1>the video game developer would provide copies to retailers. Retailers

0:35:11.960 --> 0:35:14.160
<v Speaker 1>would say, here's how many copies I think I need.

0:35:14.800 --> 0:35:17.840
<v Speaker 1>The video game developer would send those copies to the retailer.

0:35:18.640 --> 0:35:21.600
<v Speaker 1>The video game developer would be financially on the hook.

0:35:22.080 --> 0:35:24.680
<v Speaker 1>If the retailer found it impossible to move the games,

0:35:24.719 --> 0:35:29.400
<v Speaker 1>they would have to take all unsold inventory back. So

0:35:29.440 --> 0:35:32.120
<v Speaker 1>now the retailers didn't carry a risk, right they would

0:35:32.200 --> 0:35:35.600
<v Speaker 1>make money if they the games sold, but they would

0:35:35.640 --> 0:35:38.759
<v Speaker 1>essentially get their money back if they didn't sell all

0:35:38.760 --> 0:35:41.239
<v Speaker 1>the titles, because they would return the titles to the

0:35:41.360 --> 0:35:47.000
<v Speaker 1>video game developer and recapture costs, and so the developer

0:35:47.000 --> 0:35:51.759
<v Speaker 1>would take on the burden of games unsold. So yeah,

0:35:51.800 --> 0:35:54.360
<v Speaker 1>the retailers weren't on the hook for those unsold games.

0:35:54.400 --> 0:35:58.320
<v Speaker 1>This would be a key component for why the market

0:35:58.320 --> 0:36:01.520
<v Speaker 1>would crash, and it put a ton of power in

0:36:01.600 --> 0:36:05.120
<v Speaker 1>the hands of the retailers. And because of that, and

0:36:05.160 --> 0:36:07.640
<v Speaker 1>because there was this perception that video games were the

0:36:07.719 --> 0:36:11.560
<v Speaker 1>license to print money, some retailers went a bit hog wild.

0:36:11.560 --> 0:36:15.760
<v Speaker 1>They drastically overestimated how many copies they would need for

0:36:16.120 --> 0:36:19.239
<v Speaker 1>their titles, thinking like, everyone wants video games, so we're

0:36:19.239 --> 0:36:23.080
<v Speaker 1>gonna order, you know, one copies of this thing. But

0:36:23.200 --> 0:36:25.600
<v Speaker 1>then you can understand why retailers would do this too,

0:36:25.600 --> 0:36:29.399
<v Speaker 1>because there was no risk, right. I mean, retailer could

0:36:29.520 --> 0:36:32.520
<v Speaker 1>order a hundred copies of a game and if they

0:36:32.520 --> 0:36:35.160
<v Speaker 1>only sold ten of them, well, they could still return

0:36:35.200 --> 0:36:38.400
<v Speaker 1>the other ninety to the video game company and recapture

0:36:38.440 --> 0:36:42.239
<v Speaker 1>those costs, so they would not be in a in

0:36:42.280 --> 0:36:46.080
<v Speaker 1>a really bad position as long as everything held steady.

0:36:46.440 --> 0:36:49.440
<v Speaker 1>So even really good popular games were a bit of

0:36:49.440 --> 0:36:52.759
<v Speaker 1>a risk for game developers, Like if a retailer like

0:36:52.880 --> 0:36:56.360
<v Speaker 1>Sears put in a really large order, you'd have to

0:36:56.440 --> 0:37:00.799
<v Speaker 1>pay to manufacture that many units of car artridges and

0:37:00.840 --> 0:37:03.560
<v Speaker 1>then ship them to the retailer. And then if it

0:37:03.600 --> 0:37:06.800
<v Speaker 1>turned out that Sears had drastically overestimated how many units

0:37:06.840 --> 0:37:09.439
<v Speaker 1>they would actually sell, you would have to take all

0:37:09.440 --> 0:37:11.680
<v Speaker 1>the excess back and figure out what to do with it.

0:37:12.000 --> 0:37:16.040
<v Speaker 1>So for bigger companies like Atari and to a lesser extent, Activision,

0:37:16.440 --> 0:37:19.319
<v Speaker 1>this was something that they could potentially weather on a

0:37:19.360 --> 0:37:22.319
<v Speaker 1>case by case basis. But for other companies it would

0:37:22.320 --> 0:37:25.080
<v Speaker 1>be a different story. While we saw a ton of

0:37:25.120 --> 0:37:28.640
<v Speaker 1>third party developers pop up in the Atari era, most

0:37:28.680 --> 0:37:31.360
<v Speaker 1>of them wouldn't stick around for very long. The agreements

0:37:31.360 --> 0:37:34.239
<v Speaker 1>with retailers would prove to be too expensive for many

0:37:34.280 --> 0:37:37.520
<v Speaker 1>of those companies to navigate, and they would go bankrupt

0:37:37.680 --> 0:37:40.600
<v Speaker 1>as a result. In fact, sometimes they would go bankrupt

0:37:40.760 --> 0:37:43.680
<v Speaker 1>before they could take back any copies of games. We'll

0:37:43.719 --> 0:37:47.080
<v Speaker 1>get to that too. But the really, really big thing

0:37:47.360 --> 0:37:50.080
<v Speaker 1>that would cause the dominoes to fall happen in the

0:37:50.080 --> 0:37:54.239
<v Speaker 1>winter of two. I'll explain more after we come back

0:37:54.280 --> 0:38:04.799
<v Speaker 1>from this break. So in December nineteen eighty two, one

0:38:04.880 --> 0:38:08.600
<v Speaker 1>or Communications holds a stockholder call. So this is when

0:38:08.640 --> 0:38:12.640
<v Speaker 1>companies have to report on performance to their shareholders in

0:38:12.760 --> 0:38:14.480
<v Speaker 1>order to keep them up to pace with what's going

0:38:14.520 --> 0:38:18.200
<v Speaker 1>on and also to lay out projections for the following year. Well,

0:38:18.239 --> 0:38:21.680
<v Speaker 1>in nineteen eighty two, video games were a huge business.

0:38:21.960 --> 0:38:26.960
<v Speaker 1>We're talking a multibillion dollar industry that was dominated by Atari.

0:38:27.360 --> 0:38:30.759
<v Speaker 1>And yeah, video games are a multibillion dollar industry today,

0:38:30.840 --> 0:38:33.960
<v Speaker 1>but you got to remember they were very young in

0:38:34.000 --> 0:38:38.560
<v Speaker 1>the nineteen eighties, right. Plus when you just for inflation,

0:38:38.600 --> 0:38:40.920
<v Speaker 1>when you talk about just a few billion dollars in

0:38:40.960 --> 0:38:45.040
<v Speaker 1>the early nineteen eighties, that's many, many billions of dollars today.

0:38:45.080 --> 0:38:48.239
<v Speaker 1>So Atari had been pretty darn busy. In nineteen eighty two,

0:38:48.280 --> 0:38:50.920
<v Speaker 1>it released the Atari fifty two hundred, which was an

0:38:51.000 --> 0:38:55.479
<v Speaker 1>upgrade from the VCS Slash D so it boasted better

0:38:55.480 --> 0:38:58.719
<v Speaker 1>graphics than the twenty s hundred. However, it also wasn't

0:38:58.760 --> 0:39:02.920
<v Speaker 1>compatible with the games Ford, at least not initially, and

0:39:02.920 --> 0:39:05.520
<v Speaker 1>it also didn't have very many games of its own

0:39:05.640 --> 0:39:08.319
<v Speaker 1>to speak of, because Atari had actually directed most of

0:39:08.320 --> 0:39:12.560
<v Speaker 1>its game development towards the DRED because that installed base

0:39:12.640 --> 0:39:15.520
<v Speaker 1>for the console was still so large, but it meant

0:39:15.560 --> 0:39:18.719
<v Speaker 1>that they didn't really have games to help sell the

0:39:19.440 --> 0:39:23.600
<v Speaker 1>unred to the public. Meanwhile, Calliko had launched the Callico Vision,

0:39:23.680 --> 0:39:27.719
<v Speaker 1>which ironically could pay play at twenty games on it,

0:39:28.239 --> 0:39:30.279
<v Speaker 1>so if you bought a Callico Vision you could play

0:39:30.320 --> 0:39:32.239
<v Speaker 1>old Atari twenty six hundred titles on it, like if

0:39:32.239 --> 0:39:36.120
<v Speaker 1>you bought you couldn't. And then in Television launched the

0:39:36.160 --> 0:39:40.040
<v Speaker 1>in Television two, which was pretty much just in Television

0:39:40.040 --> 0:39:45.000
<v Speaker 1>one with a new case and just didn't sell anywhere

0:39:45.080 --> 0:39:47.799
<v Speaker 1>close to as many units as the twenty hundred had

0:39:48.320 --> 0:39:50.080
<v Speaker 1>And here's where we get to some of the big

0:39:50.120 --> 0:39:52.920
<v Speaker 1>issues that Warner Communications was going to have to address.

0:39:53.480 --> 0:39:57.640
<v Speaker 1>One is that by two the Atari undred was really

0:39:57.719 --> 0:40:02.319
<v Speaker 1>showing its age. The Colliko vision was more technically advanced.

0:40:02.600 --> 0:40:05.320
<v Speaker 1>And of course, Attari itself had initially planned to phase

0:40:05.360 --> 0:40:08.359
<v Speaker 1>out the twenty six hundred in nineteen eighty, but then

0:40:08.440 --> 0:40:11.359
<v Speaker 1>changed course once the console sales started to pick up,

0:40:12.080 --> 0:40:15.480
<v Speaker 1>but the market was pretty well saturated. Most of the

0:40:15.480 --> 0:40:20.719
<v Speaker 1>folks who wanted an atarid already owned one, didn't grab

0:40:20.800 --> 0:40:23.560
<v Speaker 1>hold in the market the same way, and so that

0:40:23.640 --> 0:40:27.480
<v Speaker 1>was a disappointment to Atari. Meanwhile, Atari was also seeing

0:40:27.719 --> 0:40:30.760
<v Speaker 1>these other developers out there, these third party developers putting

0:40:30.760 --> 0:40:35.279
<v Speaker 1>out games that were competing with Atari's own titles. So

0:40:35.440 --> 0:40:39.399
<v Speaker 1>while Atari would make licensing fees from these other third

0:40:39.400 --> 0:40:43.799
<v Speaker 1>party developers, it wasn't profiting off of big sales. So

0:40:44.640 --> 0:40:47.000
<v Speaker 1>if Act Division were to put out a real banger,

0:40:47.480 --> 0:40:50.760
<v Speaker 1>and they put out a lot of bangers, ATRII wouldn't

0:40:50.800 --> 0:40:53.560
<v Speaker 1>see any of those profits. It would get the licensing fee,

0:40:53.600 --> 0:40:57.560
<v Speaker 1>but you know, if River Raids sold millions of copies,

0:40:57.719 --> 0:41:00.319
<v Speaker 1>none of that money was really going to Atari. So

0:41:00.400 --> 0:41:03.360
<v Speaker 1>while video games in general were doing well. Atari, the

0:41:03.360 --> 0:41:07.719
<v Speaker 1>company wasn't performing quite where it wanted to be, and

0:41:07.800 --> 0:41:12.320
<v Speaker 1>because Atari dominated the market, this meant that the industry

0:41:12.320 --> 0:41:14.960
<v Speaker 1>as a whole was on shaky ground, like it was

0:41:15.000 --> 0:41:18.440
<v Speaker 1>all kind of dependent upon Attari to some extent, like

0:41:19.040 --> 0:41:21.600
<v Speaker 1>Activision as a company could be doing great, but if

0:41:21.600 --> 0:41:25.440
<v Speaker 1>Atari were to suffer, while Activision would as well, because

0:41:25.680 --> 0:41:27.960
<v Speaker 1>you've got to be able to play the games on something, right.

0:41:28.560 --> 0:41:32.560
<v Speaker 1>So in this shareholder meeting, one or Communications reps revealed

0:41:32.600 --> 0:41:35.839
<v Speaker 1>that they had determined the profit increase for Atari would

0:41:35.880 --> 0:41:41.440
<v Speaker 1>be around ten to fift percent. That's great, right, You're

0:41:41.480 --> 0:41:46.239
<v Speaker 1>seeing a profit increase. Well, the problem was that Wall

0:41:46.280 --> 0:41:50.000
<v Speaker 1>Street analysts had predicted that this would be closer to

0:41:50.120 --> 0:41:55.319
<v Speaker 1>a fifty percent increase in profits, So being adjusted down

0:41:55.360 --> 0:41:58.560
<v Speaker 1>to ten to fifteen percent was a big drop. The

0:41:58.640 --> 0:42:01.160
<v Speaker 1>video game market seemed like it was a gold mine.

0:42:01.360 --> 0:42:05.320
<v Speaker 1>But you know too, investors, this seemed like it was

0:42:05.360 --> 0:42:08.400
<v Speaker 1>an indication that the industry had already peaked and was

0:42:08.440 --> 0:42:12.320
<v Speaker 1>now petering out. Like they were seeing this as a warning.

0:42:13.280 --> 0:42:16.320
<v Speaker 1>So a lot of people, discouraged by this news decided

0:42:16.360 --> 0:42:21.160
<v Speaker 1>to dump their stock in Warner Communications. That depreciated the

0:42:21.280 --> 0:42:26.240
<v Speaker 1>value of Warner's stock, and Warner's Communications saw its stock

0:42:26.400 --> 0:42:29.760
<v Speaker 1>dropped from fifty one dollar a share to thirty five

0:42:29.840 --> 0:42:34.080
<v Speaker 1>dollars a share. The company lost hundreds of millions of

0:42:34.080 --> 0:42:38.719
<v Speaker 1>dollars in value overnight. Now, at this point, Atari contributed

0:42:38.760 --> 0:42:43.439
<v Speaker 1>more to Warner Communications revenue than the film division did.

0:42:43.640 --> 0:42:48.400
<v Speaker 1>In fact, according to some sources, Atari was generating five

0:42:48.600 --> 0:42:52.120
<v Speaker 1>times the amount of revenue then Warner Brothers movies were

0:42:52.160 --> 0:42:56.480
<v Speaker 1>at that point. Now, obviously this had a huge impact

0:42:56.480 --> 0:42:59.759
<v Speaker 1>on Atari, and because Atari was almost synonymous with the

0:42:59.800 --> 0:43:02.680
<v Speaker 1>home video game market, it also had a huge impact

0:43:03.200 --> 0:43:06.439
<v Speaker 1>everywhere else as well. But this was still just one

0:43:06.520 --> 0:43:10.680
<v Speaker 1>really big factor in the crash. Now, I should add

0:43:10.719 --> 0:43:13.719
<v Speaker 1>there were other ones that also played a part, and

0:43:13.800 --> 0:43:16.000
<v Speaker 1>one was that Atari was spending a lot of money

0:43:16.000 --> 0:43:20.040
<v Speaker 1>getting licenses for really popular I p like pac Man,

0:43:20.560 --> 0:43:24.680
<v Speaker 1>and Atari made a pretty mediocre home version of pac Man.

0:43:25.000 --> 0:43:29.560
<v Speaker 1>It was in some ways technically impressive because Atari was

0:43:29.560 --> 0:43:32.560
<v Speaker 1>only powerful enough to show two sprites at a time. Well,

0:43:32.600 --> 0:43:36.320
<v Speaker 1>pac Man is your character of pac Man plus four ghosts,

0:43:36.560 --> 0:43:38.480
<v Speaker 1>So how do you make sure that you can show

0:43:39.840 --> 0:43:42.480
<v Speaker 1>you know, five sprites at one time. The solution was

0:43:42.520 --> 0:43:45.160
<v Speaker 1>to make the ghosts flash. They were doing so at

0:43:45.200 --> 0:43:49.160
<v Speaker 1>a very very fast rate, so they looked kind of

0:43:49.160 --> 0:43:53.040
<v Speaker 1>of spectral, but they were flashing so that technically each

0:43:53.080 --> 0:43:55.320
<v Speaker 1>of the four ghosts was only appearing for like a

0:43:55.400 --> 0:43:59.319
<v Speaker 1>quarter of a second, and then collectively, you you know,

0:43:59.360 --> 0:44:01.160
<v Speaker 1>through the persist and sub vision, it looked like they

0:44:01.160 --> 0:44:04.640
<v Speaker 1>were just there. Emulators make this problem way worse. So

0:44:04.680 --> 0:44:07.680
<v Speaker 1>if you ever see an emulator version of the pac

0:44:07.719 --> 0:44:10.640
<v Speaker 1>Man game, the ghosts are flashing on and off in

0:44:10.680 --> 0:44:13.799
<v Speaker 1>a very dramatic way. That wasn't the case with the

0:44:13.840 --> 0:44:18.880
<v Speaker 1>actual game when it first came out. Still it's not great. However,

0:44:19.640 --> 0:44:22.200
<v Speaker 1>it sold really well. You remember when I said Space

0:44:22.239 --> 0:44:26.160
<v Speaker 1>Invaders was Atari's second most popular cartridge. Guess what number

0:44:26.160 --> 0:44:29.960
<v Speaker 1>one was. Yep, it was pac Man. The game was

0:44:30.040 --> 0:44:34.280
<v Speaker 1>not a flop, it was a success. No other Atari

0:44:34.400 --> 0:44:39.560
<v Speaker 1>cartridge for the Atari sold more copies than pac Man. However,

0:44:40.520 --> 0:44:46.400
<v Speaker 1>retailers ordered more copies than they sold. So retailers ordered

0:44:46.960 --> 0:44:49.600
<v Speaker 1>way more copies of pac Man because it was such

0:44:49.640 --> 0:44:52.319
<v Speaker 1>a huge hit of the arcade. You know, Pacman was

0:44:53.120 --> 0:44:58.040
<v Speaker 1>the arcade game of the early nine It spawned a

0:44:58.160 --> 0:45:02.480
<v Speaker 1>crazy amount of merchandise. There was a cartoon series like

0:45:03.040 --> 0:45:06.640
<v Speaker 1>it was in popular culture. It was beyond just an

0:45:06.719 --> 0:45:09.360
<v Speaker 1>arcade game. This was something that was seen as like

0:45:09.400 --> 0:45:13.840
<v Speaker 1>a lifestyle thing. So retailers were sure that the copies

0:45:13.840 --> 0:45:16.000
<v Speaker 1>were just gonna sell out all over the place. They

0:45:16.080 --> 0:45:20.319
<v Speaker 1>ended up ordering way more than they needed. This meant

0:45:20.320 --> 0:45:24.279
<v Speaker 1>that Attori had to take back the unsold stock. And

0:45:24.320 --> 0:45:26.880
<v Speaker 1>the same is true for another title that is frequently

0:45:27.120 --> 0:45:30.920
<v Speaker 1>mentioned whenever you talk about the video game crash, the

0:45:31.000 --> 0:45:36.279
<v Speaker 1>infamous E T. The Extraterrestrial. It's frequently mentioned in conversations

0:45:36.320 --> 0:45:38.959
<v Speaker 1>about the as you know, the worst game of all time.

0:45:39.000 --> 0:45:42.040
<v Speaker 1>It's it's often in that mix. In fact, Tex Stuff

0:45:42.040 --> 0:45:48.000
<v Speaker 1>famously once called it that too, largely because of public perception. Um,

0:45:48.160 --> 0:45:50.960
<v Speaker 1>here's the thing. It's not a very good game, but

0:45:51.120 --> 0:45:54.920
<v Speaker 1>it's definitely not the worst game of all time. I mean,

0:45:54.960 --> 0:45:58.719
<v Speaker 1>for one thing, there are games that have shopped that

0:45:59.200 --> 0:46:03.879
<v Speaker 1>people bought that are literally unplayable, that they are so

0:46:04.000 --> 0:46:07.120
<v Speaker 1>broken you cannot play them. E T. Was not that

0:46:07.280 --> 0:46:11.160
<v Speaker 1>ET was playable, It's just it was also a little confusing,

0:46:11.680 --> 0:46:14.520
<v Speaker 1>so it was kind of hard to figure out what

0:46:14.600 --> 0:46:16.719
<v Speaker 1>you were supposed to do. It also wasn't very much

0:46:16.760 --> 0:46:19.080
<v Speaker 1>fun even when you knew what you were supposed to do.

0:46:19.440 --> 0:46:22.000
<v Speaker 1>But it did work now I owned a copy of it.

0:46:22.040 --> 0:46:26.600
<v Speaker 1>In fact, well, ET also didn't sell as many units

0:46:26.640 --> 0:46:28.800
<v Speaker 1>as Atari produced. It sold like a million and a

0:46:28.840 --> 0:46:33.440
<v Speaker 1>half units, but Atari made more than that. And also

0:46:33.520 --> 0:46:36.200
<v Speaker 1>the licensing fee the Atari paid in order to be

0:46:36.239 --> 0:46:38.680
<v Speaker 1>able to make ET in the first place was pretty

0:46:38.760 --> 0:46:42.600
<v Speaker 1>darn steep, so that was a big expense. So Atari

0:46:42.680 --> 0:46:44.440
<v Speaker 1>spent a lot of money making E t and then

0:46:44.440 --> 0:46:48.600
<v Speaker 1>had to spend more money to take back unsold stock.

0:46:48.760 --> 0:46:53.400
<v Speaker 1>And famously Atari would toss thousands of cartridges into a landfill,

0:46:53.719 --> 0:46:56.920
<v Speaker 1>which would become the subject of a documentary film many

0:46:57.080 --> 0:47:03.000
<v Speaker 1>decades later. So Pacman and ET cost Atari money. Definitely,

0:47:03.200 --> 0:47:06.400
<v Speaker 1>they really they took you know, you took a hit

0:47:06.440 --> 0:47:10.279
<v Speaker 1>on both of those. However, ET and Pacman did not

0:47:10.400 --> 0:47:15.000
<v Speaker 1>spontaneously cause the entire video game industry to crumble. There

0:47:15.080 --> 0:47:17.120
<v Speaker 1>was no shortage of lousy games out there for the

0:47:17.120 --> 0:47:20.320
<v Speaker 1>A and I'm sure that was part of the reason

0:47:20.360 --> 0:47:23.480
<v Speaker 1>that folks weren't eager to buy more consoles. But that's

0:47:23.560 --> 0:47:26.120
<v Speaker 1>just one piece of the puzzle as well. I have

0:47:26.200 --> 0:47:28.399
<v Speaker 1>a little bit more I want to say about this,

0:47:28.760 --> 0:47:39.960
<v Speaker 1>but before I get to that, let's take one last break. Okay,

0:47:40.000 --> 0:47:42.960
<v Speaker 1>so we've established that pac Man and et. While certainly

0:47:43.520 --> 0:47:47.799
<v Speaker 1>you know, a black mark on Atari's reputation and a

0:47:47.920 --> 0:47:51.120
<v Speaker 1>hit to their revenue, we're not responsible for the entire

0:47:51.560 --> 0:47:56.319
<v Speaker 1>industry crashing in. On a similar note, we can also

0:47:56.400 --> 0:48:00.480
<v Speaker 1>mention home computers. People frequently cite home computers as being

0:48:00.480 --> 0:48:04.319
<v Speaker 1>the reason why video game consoles died. That is being

0:48:04.480 --> 0:48:07.240
<v Speaker 1>a little too simplistic as well. The home PC market

0:48:07.400 --> 0:48:11.120
<v Speaker 1>had started in the late nineteen seventies. Like the Apple,

0:48:11.280 --> 0:48:13.840
<v Speaker 1>the original Apple computer was really just for hobbyists. The

0:48:13.880 --> 0:48:17.640
<v Speaker 1>Apple two was the first one aimed at beyond just

0:48:17.719 --> 0:48:20.960
<v Speaker 1>the hobbyist market, but it was fairly modest. Early on.

0:48:21.360 --> 0:48:24.080
<v Speaker 1>Some folks point to computers as being the reason that

0:48:24.120 --> 0:48:28.240
<v Speaker 1>consoles were dying because parents were switching to computers because

0:48:28.239 --> 0:48:31.560
<v Speaker 1>the computer could do way more stuff than just play games.

0:48:31.600 --> 0:48:35.560
<v Speaker 1>They could potentially help a kid do homework and stuff,

0:48:36.080 --> 0:48:39.080
<v Speaker 1>so they were looked at as being, you know, useful

0:48:39.239 --> 0:48:42.759
<v Speaker 1>and not just a diversion. And I'm sure there's an

0:48:42.760 --> 0:48:46.080
<v Speaker 1>element of truth to that for at least some households,

0:48:46.120 --> 0:48:49.760
<v Speaker 1>But computers were typically much more expensive than home video

0:48:49.800 --> 0:48:53.400
<v Speaker 1>game consoles, and even by the mid nineteen eighties they

0:48:53.440 --> 0:48:57.000
<v Speaker 1>were still kind of a niche market, Like, yeah, you

0:48:57.040 --> 0:48:59.200
<v Speaker 1>could buy a computer instead of a home video game

0:48:59.239 --> 0:49:03.439
<v Speaker 1>console system, but you'd be spending five hundred to seven

0:49:03.840 --> 0:49:09.360
<v Speaker 1>dollars more in nineteen eighties dollars. That's a significant expense.

0:49:09.560 --> 0:49:14.200
<v Speaker 1>So I think they contributed to the problem that video

0:49:14.239 --> 0:49:16.840
<v Speaker 1>game consoles were going through, but they were not the

0:49:16.880 --> 0:49:21.640
<v Speaker 1>smoking gun. It was not that as a whole, Americans

0:49:21.719 --> 0:49:24.960
<v Speaker 1>decided that video game consoles were off and now computers

0:49:24.960 --> 0:49:28.800
<v Speaker 1>were the thing. I do think that the lousy games

0:49:28.840 --> 0:49:32.320
<v Speaker 1>had a little bit more of an impact than computer consoles.

0:49:32.760 --> 0:49:34.800
<v Speaker 1>I mean, I was a kid in the early eighties.

0:49:35.080 --> 0:49:37.000
<v Speaker 1>I asked my parents to buy a game for me,

0:49:37.080 --> 0:49:38.680
<v Speaker 1>like I said, this was what I wanted for my

0:49:38.760 --> 0:49:42.000
<v Speaker 1>birthday or for Christmas or something. And then I get

0:49:42.000 --> 0:49:45.400
<v Speaker 1>the game and it's just playing awful. Well, that's likely

0:49:45.480 --> 0:49:48.920
<v Speaker 1>to discourage my parents from buying me another game in

0:49:48.960 --> 0:49:51.800
<v Speaker 1>the future, right, Like, If I'm like, this is terrible

0:49:51.800 --> 0:49:53.120
<v Speaker 1>and I don't even want to play it and it

0:49:53.200 --> 0:49:56.799
<v Speaker 1>costs thirty bucks, probably not going to get another one

0:49:56.960 --> 0:50:00.319
<v Speaker 1>anytime soon. Now, there were some awesome games out there,

0:50:00.680 --> 0:50:03.239
<v Speaker 1>don't get me wrong, some truly amazing games. For the

0:50:03.239 --> 0:50:06.000
<v Speaker 1>Atari twenty six hundred when you take into account what

0:50:06.080 --> 0:50:08.479
<v Speaker 1>the twenty six hundred was capable of. I'm not gonna

0:50:08.520 --> 0:50:10.920
<v Speaker 1>say they would stand up toe to toe with Call

0:50:10.960 --> 0:50:14.040
<v Speaker 1>of Duty or something, but sometimes you would just end

0:50:14.080 --> 0:50:17.040
<v Speaker 1>up with rotten games because maybe you thought the name

0:50:17.040 --> 0:50:19.640
<v Speaker 1>of the game sounded cool, or the cover art on

0:50:19.680 --> 0:50:22.520
<v Speaker 1>the box was interesting. Because I remember, there was no

0:50:22.560 --> 0:50:26.920
<v Speaker 1>Worldwide Web back in those days, so you were probably

0:50:27.000 --> 0:50:29.440
<v Speaker 1>just buying something based upon how it looked in the store.

0:50:30.040 --> 0:50:32.759
<v Speaker 1>Maybe if you were living in certain markets, you might

0:50:32.800 --> 0:50:35.400
<v Speaker 1>have access to things like a trade magazine that was

0:50:35.440 --> 0:50:38.880
<v Speaker 1>covering stuff like home video games. I grew up in

0:50:38.960 --> 0:50:42.120
<v Speaker 1>rural Georgia. I was lucky to see magazines at all,

0:50:42.440 --> 0:50:46.200
<v Speaker 1>so so that was not the case for me. Anyway.

0:50:46.520 --> 0:50:49.560
<v Speaker 1>Atari went into a bit of a spiral, not just

0:50:49.680 --> 0:50:54.360
<v Speaker 1>because of the recession brought on by this uh this,

0:50:54.360 --> 0:50:58.520
<v Speaker 1>this change in investor expectations, but also due to just

0:50:58.640 --> 0:51:03.400
<v Speaker 1>mismanagement within the company itself. Atari also had a true

0:51:03.440 --> 0:51:06.680
<v Speaker 1>successor to the twenty six hundred planned This was the

0:51:06.800 --> 0:51:10.359
<v Speaker 1>seventy eight hundred. This would have been the truly more

0:51:10.440 --> 0:51:14.120
<v Speaker 1>powerful console. It technically would have been a third generation

0:51:14.239 --> 0:51:17.279
<v Speaker 1>video game console. It would have been closer to being

0:51:17.320 --> 0:51:20.600
<v Speaker 1>on par with the Nintendo Entertainment system that wouldn't come

0:51:20.600 --> 0:51:24.160
<v Speaker 1>out in the U S till But before Atari could

0:51:24.160 --> 0:51:27.080
<v Speaker 1>go into full production on the seventy eight hundred, Warner

0:51:27.160 --> 0:51:32.239
<v Speaker 1>Communications sold off the Atari home video game division to

0:51:32.880 --> 0:51:38.399
<v Speaker 1>Jack Trammel, who had previously founded Commodore and had subsequently

0:51:38.520 --> 0:51:42.440
<v Speaker 1>entered into a bitter feud with Commodore. Now, I've covered

0:51:42.560 --> 0:51:45.480
<v Speaker 1>the story of Atari elsewhere. I've also covered the story

0:51:45.480 --> 0:51:47.600
<v Speaker 1>of Commodore elsewhere, so I'm not going to go into

0:51:47.640 --> 0:51:50.160
<v Speaker 1>all of that except to say that the seventy eight

0:51:50.280 --> 0:51:54.280
<v Speaker 1>hundred was a casualty as a result of Atari changing

0:51:54.400 --> 0:51:58.440
<v Speaker 1>hands from Warner Communications to Jack Trammel. But the recession

0:51:58.520 --> 0:52:02.839
<v Speaker 1>reached beyond Atari itself. Kaliko decided to develop a home

0:52:02.880 --> 0:52:07.480
<v Speaker 1>computer expansion for the Clico Vision. This one was called Adam,

0:52:07.520 --> 0:52:09.520
<v Speaker 1>and they were attempting to get into the home computer

0:52:09.600 --> 0:52:12.920
<v Speaker 1>market while keeping a toe in the video game industry.

0:52:13.000 --> 0:52:17.319
<v Speaker 1>But Adam turned into a flop, really expensive flop, and

0:52:17.320 --> 0:52:22.320
<v Speaker 1>then Calico got out of the business entirely. Mattel, after

0:52:22.360 --> 0:52:25.040
<v Speaker 1>the failure of the in television, to decide to extricate

0:52:25.040 --> 0:52:27.520
<v Speaker 1>itself from the home video game market as well eventually

0:52:27.560 --> 0:52:31.480
<v Speaker 1>sold those assets off to other companies, and meanwhile, video

0:52:31.520 --> 0:52:34.000
<v Speaker 1>game developers were going out a business left and right.

0:52:34.120 --> 0:52:36.799
<v Speaker 1>A lot of companies that made super cheap games were

0:52:36.800 --> 0:52:39.560
<v Speaker 1>gone first because they were a victim of that retail

0:52:39.680 --> 0:52:44.000
<v Speaker 1>arrangement I mentioned earlier. The Magic had to change its plans.

0:52:44.080 --> 0:52:46.800
<v Speaker 1>It had been heading for an initial public offering or

0:52:46.840 --> 0:52:49.160
<v Speaker 1>i p O. That's when a company goes from being

0:52:49.200 --> 0:52:52.080
<v Speaker 1>a private company to a publicly traded company on the

0:52:52.160 --> 0:52:56.640
<v Speaker 1>on a stock market. But after the Warner Communications stock

0:52:56.800 --> 0:52:59.800
<v Speaker 1>took a dive, a Magic put those plans on hold,

0:53:00.360 --> 0:53:03.680
<v Speaker 1>and eventually the company folded, largely also because of that

0:53:03.800 --> 0:53:07.920
<v Speaker 1>retail issue. While that shareholder call could be pointed to

0:53:08.480 --> 0:53:12.359
<v Speaker 1>as the inciting incident for the video game crash, it

0:53:12.440 --> 0:53:15.720
<v Speaker 1>wasn't as if the market collapsed entirely overnight. It actually

0:53:15.800 --> 0:53:18.759
<v Speaker 1>was drawn out over a couple of years. But the

0:53:18.800 --> 0:53:22.520
<v Speaker 1>writing was on the wall. Retailers became skeptical of video

0:53:22.560 --> 0:53:26.399
<v Speaker 1>games in general. After many of the questionable developers went

0:53:26.400 --> 0:53:28.840
<v Speaker 1>out of business. It meant that a lot of retail

0:53:28.880 --> 0:53:31.560
<v Speaker 1>companies were left holding onto stock that they couldn't send

0:53:31.600 --> 0:53:34.880
<v Speaker 1>back because there was no back right. The companies that

0:53:35.200 --> 0:53:38.480
<v Speaker 1>had made those games didn't exist anymore. So that's when

0:53:38.520 --> 0:53:42.759
<v Speaker 1>you started seeing retailers create these enormous bargain bins where

0:53:42.800 --> 0:53:46.680
<v Speaker 1>they were selling cartridges at like a dollar each or something.

0:53:47.280 --> 0:53:49.400
<v Speaker 1>And these were a lot of these were like just

0:53:49.480 --> 0:53:53.520
<v Speaker 1>the worst games, the lowest quality stuff, because again, the

0:53:53.560 --> 0:53:57.200
<v Speaker 1>companies that had made them no longer existed. Uh not

0:53:57.480 --> 0:54:00.480
<v Speaker 1>not a great ad for you to go out by them.

0:54:00.520 --> 0:54:02.440
<v Speaker 1>And meanwhile the retailers are just trying to get rid

0:54:02.480 --> 0:54:05.319
<v Speaker 1>of them, to get them out of the stores. Uh.

0:54:05.400 --> 0:54:08.600
<v Speaker 1>This was this, This created just like a bad feeling

0:54:08.719 --> 0:54:13.120
<v Speaker 1>for everybody, the consumers and the retailers. And I would

0:54:13.120 --> 0:54:15.319
<v Speaker 1>say that the video game crash really happened for a

0:54:15.360 --> 0:54:18.760
<v Speaker 1>lot of these reasons. A big one was that retailer agreement,

0:54:19.320 --> 0:54:21.560
<v Speaker 1>the fact that retailers fell into the same traps that

0:54:21.640 --> 0:54:24.399
<v Speaker 1>investors did. They overestimated the profit that they would make

0:54:24.880 --> 0:54:28.279
<v Speaker 1>coming from these games, so overestimating the market was a

0:54:28.320 --> 0:54:32.520
<v Speaker 1>big part of it. And that the retailers, as a

0:54:32.600 --> 0:54:36.239
<v Speaker 1>result of getting burned by this, were less interested in

0:54:36.520 --> 0:54:40.080
<v Speaker 1>carrying and promoting home video game consoles. And meanwhile the

0:54:40.080 --> 0:54:42.879
<v Speaker 1>consumers were thinking, well, really, the problem here is that

0:54:43.719 --> 0:54:46.360
<v Speaker 1>I want something that looks a little better. The arcades

0:54:46.400 --> 0:54:48.759
<v Speaker 1>had been getting better and better. The arcade games have

0:54:48.800 --> 0:54:51.400
<v Speaker 1>been getting better and better. The arcades themselves would have

0:54:51.480 --> 0:54:55.720
<v Speaker 1>their own massive recession, but the home market wasn't getting

0:54:55.719 --> 0:54:59.360
<v Speaker 1>better because you were still using the same old console hardware.

0:54:59.719 --> 0:55:03.879
<v Speaker 1>If Atari had introduced the hundred a year or two

0:55:03.960 --> 0:55:07.759
<v Speaker 1>earlier than it did, then things probably would have been

0:55:07.800 --> 0:55:10.200
<v Speaker 1>a lot different, or at least they potentially could have

0:55:10.239 --> 0:55:13.759
<v Speaker 1>been a lot different. Instead, it took Nintendo coming over

0:55:14.239 --> 0:55:19.040
<v Speaker 1>and introducing the Nintendo Entertainment System to revitalize the video

0:55:19.040 --> 0:55:22.880
<v Speaker 1>game market here in the United States. Uh And famously,

0:55:22.880 --> 0:55:26.880
<v Speaker 1>when Nintendo did that, they would pair the NES with

0:55:27.000 --> 0:55:29.760
<v Speaker 1>a robot in order to try and sell it as

0:55:29.800 --> 0:55:34.319
<v Speaker 1>a toy in toy stores because toy stores were not

0:55:34.440 --> 0:55:37.400
<v Speaker 1>super eager to hold video game consoles because of the

0:55:37.400 --> 0:55:40.000
<v Speaker 1>issues I just said, a lot of the problems that

0:55:40.080 --> 0:55:43.560
<v Speaker 1>led to this crash were kind of self fulfilling. It

0:55:43.680 --> 0:55:49.399
<v Speaker 1>was this vicious cycle of of issues that collectively created

0:55:49.440 --> 0:55:53.080
<v Speaker 1>this market collapse. So, yeah, it's a little too simplistic

0:55:53.120 --> 0:55:58.719
<v Speaker 1>to say et killed video games in America. That's not accurate.

0:55:59.480 --> 0:56:04.480
<v Speaker 1>It was one aspect of lots of different things that

0:56:04.560 --> 0:56:10.359
<v Speaker 1>collectively lead to the dissolution of video games for a

0:56:10.440 --> 0:56:12.919
<v Speaker 1>good two years in the United States. In other parts

0:56:12.920 --> 0:56:14.759
<v Speaker 1>of the world, by the way, this was not the

0:56:14.800 --> 0:56:19.160
<v Speaker 1>case like in Europe and Japan, the video game industry

0:56:19.160 --> 0:56:21.520
<v Speaker 1>didn't have this massive recession the way it did here

0:56:21.520 --> 0:56:25.480
<v Speaker 1>in the States. But yeah, that is a story about

0:56:25.560 --> 0:56:29.000
<v Speaker 1>the three video game crash. Hope you enjoyed it. If

0:56:29.040 --> 0:56:31.239
<v Speaker 1>you have suggestions for topics that I should cover in

0:56:31.239 --> 0:56:34.319
<v Speaker 1>future episodes of tech Stuff, please reach out to me

0:56:34.360 --> 0:56:36.560
<v Speaker 1>and let me know. The best way to do that

0:56:37.000 --> 0:56:39.520
<v Speaker 1>is on Twitter. The handle for the show is text

0:56:39.560 --> 0:56:43.320
<v Speaker 1>Stuff H s W and I'll talk to you again

0:56:44.200 --> 0:56:48.200
<v Speaker 1>really soon. I gotta go over to Jimmy Bob's video

0:56:48.239 --> 0:56:59.200
<v Speaker 1>game Emporium first return this broken copy of Pitfall. Text

0:56:59.200 --> 0:57:02.640
<v Speaker 1>Stuff is an I Heart Radio production. For more podcasts

0:57:02.680 --> 0:57:05.440
<v Speaker 1>from I Heart Radio, visit the i Heart Radio app,

0:57:05.560 --> 0:57:08.720
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.