1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to tech Stuff, a production from my Heart Radio. 2 00:00:12,000 --> 00:00:14,280 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,320 --> 00:00:16,800 Speaker 1: Jonathan Strickland, EMIT executive producer with iHeart Radio and I 4 00:00:16,880 --> 00:00:19,439 Speaker 1: love all things tech. One of these days, I'm just 5 00:00:19,440 --> 00:00:24,680 Speaker 1: gonna make that one unintelligible rant. I mean it's pretty 6 00:00:24,680 --> 00:00:27,640 Speaker 1: close already. Right. Anyway, it is time for a tech 7 00:00:27,640 --> 00:00:30,240 Speaker 1: Stuff Classic episode. We are going to continue the story 8 00:00:30,320 --> 00:00:33,920 Speaker 1: that we started last week with the last classic episode. 9 00:00:34,200 --> 00:00:37,520 Speaker 1: So this week's episode is titled The Rise and Fall 10 00:00:37,640 --> 00:00:43,000 Speaker 1: of Atari, Part two. Part one was last week. This 11 00:00:43,080 --> 00:00:46,720 Speaker 1: episode originally published on March fourth, two thousand and fifteen. 12 00:00:46,840 --> 00:00:51,760 Speaker 1: Hope you enjoy so nineteen seven this we were teasing 13 00:00:51,760 --> 00:00:53,519 Speaker 1: it at the end of the last episode. This is 14 00:00:53,520 --> 00:00:58,880 Speaker 1: when Atari releases The Revolutionary And I mean that sincerely. 15 00:00:58,920 --> 00:01:03,320 Speaker 1: I am not being Archy Revolutionary Atari Video Computer System 16 00:01:03,520 --> 00:01:08,440 Speaker 1: a k A. The Atari VCS a k A. Yeah, 17 00:01:08,440 --> 00:01:09,920 Speaker 1: and where I didn't even know, but I saw that 18 00:01:09,920 --> 00:01:13,000 Speaker 1: you research where the name from. Yeah. So all right, 19 00:01:13,360 --> 00:01:16,039 Speaker 1: when you're a company and you make stuff, you give 20 00:01:16,760 --> 00:01:19,640 Speaker 1: units part names. Right, So like in a hardware store, 21 00:01:19,959 --> 00:01:22,320 Speaker 1: you might have a typical, like a type of screw 22 00:01:22,400 --> 00:01:25,640 Speaker 1: of a certain length that's a Phillip's head screw, and 23 00:01:25,760 --> 00:01:29,240 Speaker 1: to describe the whole thing would take you like five 24 00:01:29,280 --> 00:01:31,839 Speaker 1: lines of text because you're talking about the length, the 25 00:01:31,920 --> 00:01:34,760 Speaker 1: type of screw head, you know, how how close the 26 00:01:34,800 --> 00:01:36,360 Speaker 1: treads are, or you could just give it a part 27 00:01:36,440 --> 00:01:39,759 Speaker 1: name and then you say, I need fifteen of hc 28 00:01:40,080 --> 00:01:42,440 Speaker 1: X blah blah blah blah blah. Well, the part name 29 00:01:42,520 --> 00:01:46,360 Speaker 1: for the this unit, this this system was the c 30 00:01:46,959 --> 00:01:50,160 Speaker 1: X to six hundred. So they just said, all right, 31 00:01:50,200 --> 00:01:52,760 Speaker 1: we're just gonna call it the AY because it sounds, 32 00:01:52,800 --> 00:01:56,680 Speaker 1: you know, futuristic. Yeah, whereas the rest of us are thinking, 33 00:01:56,680 --> 00:02:01,520 Speaker 1: like where we're atari is one? I always thought that, yeah, 34 00:02:01,560 --> 00:02:04,360 Speaker 1: so this this is just an identifier that that makes 35 00:02:04,400 --> 00:02:07,440 Speaker 1: it easy to refer to a part. Now in this case, 36 00:02:07,480 --> 00:02:11,400 Speaker 1: it just made a really compelling sounding device. Uh. And 37 00:02:11,440 --> 00:02:12,920 Speaker 1: it goes on sale in the United States for a 38 00:02:12,960 --> 00:02:15,360 Speaker 1: hundred ninety nine on the low end. The high end 39 00:02:15,400 --> 00:02:18,519 Speaker 1: was to twenty nine. Sure it chipped with two joysticks, 40 00:02:19,600 --> 00:02:22,000 Speaker 1: I guess the two nine version came with the paddles. 41 00:02:22,120 --> 00:02:24,679 Speaker 1: I guess. So I had that. I had the paddles, Yeah, 42 00:02:24,680 --> 00:02:26,400 Speaker 1: I had the paddles to there's no other way to 43 00:02:26,400 --> 00:02:30,480 Speaker 1: play breakout properly without paddles. Um and uh. It came 44 00:02:30,639 --> 00:02:34,440 Speaker 1: with Combat. Yeah, it came with one game, which was 45 00:02:34,520 --> 00:02:37,680 Speaker 1: really I can't remember actually how many variations there were, right, 46 00:02:37,680 --> 00:02:40,640 Speaker 1: because they had the tanks, they had the airplane jets. 47 00:02:40,919 --> 00:02:42,400 Speaker 1: I told you in the last episode. My brother and 48 00:02:42,440 --> 00:02:44,800 Speaker 1: I were playing Combat last week at his house on 49 00:02:45,919 --> 00:02:49,320 Speaker 1: and we were kind of cracking up at um. You know, like, 50 00:02:49,440 --> 00:02:52,280 Speaker 1: here's one version where it's the two tanks, and then 51 00:02:52,320 --> 00:02:55,000 Speaker 1: the next version is it's the same thing, but they're invisible, 52 00:02:55,440 --> 00:02:57,520 Speaker 1: and the next version is it's the same thing, but 53 00:02:57,800 --> 00:02:59,600 Speaker 1: the bullets bounced off the wall. So that was my 54 00:02:59,600 --> 00:03:01,639 Speaker 1: favorite one. Yeah, where you could bank shots into each 55 00:03:01,680 --> 00:03:06,640 Speaker 1: other and or you could hit yourself. Oh I didn't. Yeah, 56 00:03:07,120 --> 00:03:09,160 Speaker 1: if you if you bake it, if you bank it 57 00:03:09,240 --> 00:03:11,639 Speaker 1: so that it it bounces back and hit goes through 58 00:03:11,680 --> 00:03:13,840 Speaker 1: your tank and it could actually hit yourself and that 59 00:03:13,919 --> 00:03:16,120 Speaker 1: was really fun. Yeah. And then of course they had 60 00:03:16,120 --> 00:03:19,280 Speaker 1: the air combat games of you know, you could be 61 00:03:19,280 --> 00:03:21,240 Speaker 1: fighter pilots, or you could be biplanes, you could be 62 00:03:21,240 --> 00:03:24,040 Speaker 1: that giant whatever that was. And there were clouds in 63 00:03:24,080 --> 00:03:26,560 Speaker 1: some versions you fly behind clouds, not in other versions. 64 00:03:26,800 --> 00:03:30,440 Speaker 1: So they managed to really Milk Combat for many, many 65 00:03:30,440 --> 00:03:33,919 Speaker 1: different versions of essentially the same game. Yeah, And as 66 00:03:33,960 --> 00:03:35,960 Speaker 1: I recall, the way you would play that is there 67 00:03:35,960 --> 00:03:39,080 Speaker 1: were physical switches on the Atari itself that you you 68 00:03:39,080 --> 00:03:42,040 Speaker 1: could manipulate and get different versions as well. It was 69 00:03:42,080 --> 00:03:44,720 Speaker 1: there one that was it Like, it wasn't a menu system, right, 70 00:03:44,720 --> 00:03:46,600 Speaker 1: it was it was a menu. It was a toggle 71 00:03:46,760 --> 00:03:48,560 Speaker 1: on the front of the game, just toggle through the 72 00:03:48,600 --> 00:03:50,840 Speaker 1: different versions, which is kind of interesting. Like it was 73 00:03:50,880 --> 00:03:53,600 Speaker 1: the actual console itself that had physical switches in the 74 00:03:53,680 --> 00:03:56,000 Speaker 1: upper down position, and that's how you could determine which 75 00:03:56,080 --> 00:03:59,280 Speaker 1: version you were playing. And um, yeah, so those days 76 00:03:59,360 --> 00:04:02,520 Speaker 1: of having video screen with the menu where it's like start, 77 00:04:02,680 --> 00:04:08,760 Speaker 1: load game, save game didn't exist. And and once that game, 78 00:04:08,800 --> 00:04:10,880 Speaker 1: like we mentioned in the previous episode, once you turn 79 00:04:10,960 --> 00:04:14,480 Speaker 1: that console off, all that information disappears because it's only 80 00:04:14,520 --> 00:04:18,000 Speaker 1: in read only memory. That's right. And I think any 81 00:04:18,040 --> 00:04:20,560 Speaker 1: of us that got three quarters of the way through 82 00:04:20,640 --> 00:04:25,200 Speaker 1: Raiders of the Lost Art and someone accidentally flicked the 83 00:04:25,279 --> 00:04:31,400 Speaker 1: reset switch, bad. Yeah, oh man, And that and that 84 00:04:31,520 --> 00:04:35,880 Speaker 1: game was one of the most complicated Atari games that 85 00:04:35,920 --> 00:04:38,320 Speaker 1: I can recall. And what we're talking about it Yeah, 86 00:04:38,320 --> 00:04:40,320 Speaker 1: we'll save that, we'll save it. We'll we'll talk on 87 00:04:40,320 --> 00:04:43,160 Speaker 1: our reflections of some of our favorite games later on. 88 00:04:43,240 --> 00:04:48,200 Speaker 1: But technically the system was ready for shipping a year 89 00:04:48,240 --> 00:04:52,560 Speaker 1: before it came out, but Atari sat on it. And 90 00:04:52,600 --> 00:04:54,840 Speaker 1: the reason they sat on it was because of something 91 00:04:54,839 --> 00:04:58,760 Speaker 1: we mentioned in the last episode that that big agreement 92 00:04:58,760 --> 00:05:02,200 Speaker 1: they had with Magnavox. Part of that agreement was they 93 00:05:02,240 --> 00:05:05,960 Speaker 1: would give Magnavox the rights to anything Attari produced within 94 00:05:06,080 --> 00:05:09,720 Speaker 1: that year, and so they thought, well, if we wait 95 00:05:09,760 --> 00:05:13,200 Speaker 1: a little longer, we don't, Yeah, we won't give them 96 00:05:13,200 --> 00:05:17,440 Speaker 1: the rights to the all will retain them ourselves. So 97 00:05:17,600 --> 00:05:20,000 Speaker 1: they sat on it and released it a year late. 98 00:05:21,000 --> 00:05:24,320 Speaker 1: And originally they were only going to create ten titles 99 00:05:24,360 --> 00:05:26,080 Speaker 1: for this thing. They thought that the market for it 100 00:05:26,120 --> 00:05:28,599 Speaker 1: would be something that would last two or three years, 101 00:05:29,040 --> 00:05:31,000 Speaker 1: and they would just produce it for that before moving 102 00:05:31,000 --> 00:05:32,920 Speaker 1: on to something else, and therefore you would have more 103 00:05:32,960 --> 00:05:37,840 Speaker 1: flexibility because you could switch out titles. But they thought, well, 104 00:05:37,920 --> 00:05:40,960 Speaker 1: there's there's no real market here. We're not gonna go 105 00:05:41,080 --> 00:05:44,000 Speaker 1: beyond that. But some of the programmers started playing around 106 00:05:44,000 --> 00:05:46,600 Speaker 1: with and said, wait a minute, we have the opportunity 107 00:05:46,640 --> 00:05:49,880 Speaker 1: here to make stuff that has never been in the arcades, 108 00:05:50,520 --> 00:05:53,599 Speaker 1: that that could be totally new, groundbreaking. There's a lot 109 00:05:53,680 --> 00:05:58,560 Speaker 1: more potential with this hardware. Like here's where the money is. Yea, 110 00:05:59,360 --> 00:06:02,120 Speaker 1: how about two hundred titles right that you can sell 111 00:06:02,200 --> 00:06:05,960 Speaker 1: for thirty dollars a piece. Yeah, and so they said 112 00:06:06,160 --> 00:06:10,440 Speaker 1: this sounds like a good idea. Well, yeah, but Uhtar 113 00:06:10,680 --> 00:06:13,520 Speaker 1: was not was not a smash hit right out of 114 00:06:13,560 --> 00:06:15,360 Speaker 1: the gate. No. It actually there's a couple of years 115 00:06:15,360 --> 00:06:18,240 Speaker 1: were sort of lackluster because people didn't really get that 116 00:06:18,320 --> 00:06:20,880 Speaker 1: it was more than pong right at first, and one 117 00:06:20,920 --> 00:06:24,880 Speaker 1: of communications didn't really market it well either, So there 118 00:06:24,920 --> 00:06:27,040 Speaker 1: was there was some some downfalls in the market. They 119 00:06:27,040 --> 00:06:28,919 Speaker 1: weren't a video game company, they didn't really know what 120 00:06:29,000 --> 00:06:31,160 Speaker 1: to do with it. And it was expensive. I mean, 121 00:06:31,440 --> 00:06:34,200 Speaker 1: you know, hundred nine dollars that that doesn't sound like 122 00:06:34,240 --> 00:06:37,159 Speaker 1: it's expensive today, but keep in mind we're talking nineteen 123 00:06:37,240 --> 00:06:40,000 Speaker 1: seventies money. You know, that's like more than seven hundred 124 00:06:40,040 --> 00:06:44,000 Speaker 1: bucks for this thing that, at least at first was 125 00:06:44,080 --> 00:06:46,479 Speaker 1: only going to play ten titles. That's not that's not 126 00:06:46,520 --> 00:06:49,840 Speaker 1: a big selling point for someone who's I'm gonna I'm 127 00:06:49,880 --> 00:06:52,000 Speaker 1: gonna shell out the better part of a grand to 128 00:06:52,040 --> 00:06:54,039 Speaker 1: get a machine that can play ten games. Yeah, I 129 00:06:54,040 --> 00:06:56,600 Speaker 1: remember my brother and I how, um, you know how 130 00:06:56,600 --> 00:07:00,840 Speaker 1: you would submit the Christmas list to the to the parents. Yeah, uh, 131 00:07:00,960 --> 00:07:02,960 Speaker 1: here's what Scott wants, here's what Chuck wants. We had 132 00:07:03,000 --> 00:07:06,200 Speaker 1: to share. Um, we had to both go in all 133 00:07:06,240 --> 00:07:09,720 Speaker 1: in on Atari this Christmas. All both of us went 134 00:07:09,800 --> 00:07:12,720 Speaker 1: together is this one item of my parents are like, 135 00:07:12,760 --> 00:07:15,840 Speaker 1: all right, well, you better play it. It's funny because 136 00:07:15,880 --> 00:07:21,880 Speaker 1: I actually got may Atari fairly close to the um 137 00:07:21,920 --> 00:07:24,480 Speaker 1: not not too long before the Great video game Crash, 138 00:07:24,520 --> 00:07:27,320 Speaker 1: which we will get to, which meant that the price 139 00:07:27,480 --> 00:07:29,720 Speaker 1: had actually come down because there was a lot of 140 00:07:29,760 --> 00:07:33,440 Speaker 1: competition in that space pretty early on. Yeah. I wish 141 00:07:33,440 --> 00:07:36,120 Speaker 1: I could remember what year, but um, I don't think 142 00:07:36,120 --> 00:07:37,680 Speaker 1: it was seventy eight, but I bet I bet it 143 00:07:37,760 --> 00:07:42,240 Speaker 1: was eight. Yeah, my I was probably closer for me. 144 00:07:42,840 --> 00:07:48,080 Speaker 1: Uh so in eight that's when Nolan Bushnell leaves Atari. Yeah, 145 00:07:48,080 --> 00:07:49,840 Speaker 1: And we talked a little bit in the last episode 146 00:07:49,840 --> 00:07:53,120 Speaker 1: about the corporate structure at Warners and um, how it 147 00:07:53,200 --> 00:07:57,280 Speaker 1: just did not jib at all with these creative, sort 148 00:07:57,280 --> 00:08:01,320 Speaker 1: of pot smoking hippie the game designers, and um, he 149 00:08:01,440 --> 00:08:04,960 Speaker 1: just got more and more upset and discontented and or 150 00:08:05,000 --> 00:08:10,760 Speaker 1: discontent discontent. He felt discontentment to where he basically tried 151 00:08:10,800 --> 00:08:15,240 Speaker 1: to get himself fired to and he had a huge 152 00:08:15,240 --> 00:08:18,640 Speaker 1: fight with a Warner executive in front of the board 153 00:08:18,680 --> 00:08:21,720 Speaker 1: of directors and that was that. He was told to 154 00:08:21,760 --> 00:08:27,920 Speaker 1: pack his things and go. So he leaves. Um and uh, 155 00:08:28,000 --> 00:08:29,920 Speaker 1: it was a big bummer after that. I mean he 156 00:08:30,000 --> 00:08:32,480 Speaker 1: was already sort of a bummer, but him leaving was 157 00:08:32,760 --> 00:08:37,960 Speaker 1: a very symbolic deal for Atari's sort of the downfall 158 00:08:38,000 --> 00:08:42,960 Speaker 1: of Yeah, some people refer to the sale of Atari 159 00:08:43,040 --> 00:08:45,679 Speaker 1: to Warner as the first quote unquote death of Atari. 160 00:08:46,120 --> 00:08:49,240 Speaker 1: Some people refer to Nolan's departure as the first death. 161 00:08:49,240 --> 00:08:51,000 Speaker 1: But at any rate, they're kind of tired. I think 162 00:08:51,000 --> 00:08:53,080 Speaker 1: it was. It's a big change. I mean, they did 163 00:08:53,160 --> 00:08:55,640 Speaker 1: happen fairly close to one another in time. He didn't 164 00:08:55,720 --> 00:08:57,600 Speaker 1: last long there. Uh, there was a c E. The 165 00:08:57,640 --> 00:09:01,359 Speaker 1: new CEO of Attari is Ray cassaw Are. Yeah, he 166 00:09:01,520 --> 00:09:04,360 Speaker 1: was not well liked, but no developers. No. In fact, 167 00:09:04,600 --> 00:09:07,880 Speaker 1: at least his name would be used for a famous 168 00:09:08,240 --> 00:09:11,800 Speaker 1: Autori title later on. What was it? Yards Revenge? It's 169 00:09:11,880 --> 00:09:15,719 Speaker 1: just Ray backwards, It's pretty yards Revenge. And then apparently, uh, 170 00:09:16,240 --> 00:09:21,120 Speaker 1: Cassar said that's clever. So it must have been a 171 00:09:21,120 --> 00:09:27,000 Speaker 1: few moments where at any rate, al Al Corn, Harry Jenkins, 172 00:09:27,040 --> 00:09:29,120 Speaker 1: and Roger Hector at this time begin to work on 173 00:09:29,160 --> 00:09:35,120 Speaker 1: a handheld electronic game system that used holography as its display. 174 00:09:35,240 --> 00:09:40,160 Speaker 1: So so a holographic display and it was called the Cosmos. 175 00:09:40,840 --> 00:09:42,960 Speaker 1: I haven't heard of that. Yeah, it was a handheld thing. 176 00:09:42,960 --> 00:09:45,480 Speaker 1: It was supposed to have nine games with all the 177 00:09:45,520 --> 00:09:48,240 Speaker 1: game information actually on the device itself, but you would 178 00:09:48,280 --> 00:09:51,880 Speaker 1: switch cartridges out because the cartridges had the information for 179 00:09:51,920 --> 00:09:56,000 Speaker 1: the holographic display. Yeah. I had a Merlin, remember that. 180 00:09:56,280 --> 00:09:58,320 Speaker 1: I do remember the Merlin, a little red. It looked 181 00:09:58,320 --> 00:10:01,120 Speaker 1: like a telephone. Yeah, and then I can't remember the 182 00:10:01,200 --> 00:10:03,080 Speaker 1: name of it. Again. If someone knows this, I know 183 00:10:03,160 --> 00:10:08,360 Speaker 1: you'll right in. It was a really great handheld UM 184 00:10:08,360 --> 00:10:10,200 Speaker 1: that had a dial on the bottom and it was 185 00:10:10,280 --> 00:10:14,240 Speaker 1: about nine inches tall about three inches wide, and I 186 00:10:14,240 --> 00:10:16,920 Speaker 1: had a screen and it had cartridges you load had 187 00:10:16,920 --> 00:10:19,880 Speaker 1: like breakout. I can't remember the name of it, but 188 00:10:19,880 --> 00:10:22,800 Speaker 1: it was really advanced for the time. Yeah. I did 189 00:10:22,800 --> 00:10:25,840 Speaker 1: a tech Stuff episode, a series of them actually about 190 00:10:26,320 --> 00:10:28,960 Speaker 1: a lot of the consoles and handheld consoles that came 191 00:10:29,000 --> 00:10:32,800 Speaker 1: out during this time. UM which was fairly extensive, but 192 00:10:32,840 --> 00:10:36,080 Speaker 1: not exhaustive. We didn't can't cover everything. There's just there's 193 00:10:36,080 --> 00:10:37,760 Speaker 1: a lot of no name ones that sort of came 194 00:10:37,760 --> 00:10:40,920 Speaker 1: and went. Yeah ones that or or they had like, uh, 195 00:10:40,960 --> 00:10:43,760 Speaker 1: you know, a very limited release in South America, and 196 00:10:44,080 --> 00:10:46,040 Speaker 1: they're like three people in the United States who have 197 00:10:46,160 --> 00:10:49,840 Speaker 1: one that kind of thing. Yeah, I can't. I think 198 00:10:49,880 --> 00:10:51,880 Speaker 1: I want to say that they were both named after cats, 199 00:10:51,880 --> 00:10:55,360 Speaker 1: and one of our one of our listeners drew me 200 00:10:55,559 --> 00:11:00,360 Speaker 1: as one of the two cat uh characters you sing this, 201 00:11:00,520 --> 00:11:03,480 Speaker 1: and Lauren was the other one. So I've I've got 202 00:11:03,600 --> 00:11:07,520 Speaker 1: I've got that picture somewhere. Uh. Nineteen seventy nine, one 203 00:11:07,640 --> 00:11:10,720 Speaker 1: of the great arcade games of all time comes out 204 00:11:10,760 --> 00:11:15,480 Speaker 1: from Atari Asteroids. That's right, that's you know, fantastic game, 205 00:11:16,000 --> 00:11:20,400 Speaker 1: addictive gameplay, the one that still holds up. Very challenging still. 206 00:11:20,559 --> 00:11:24,319 Speaker 1: Once you start flying that spaceship around, right because because 207 00:11:24,320 --> 00:11:27,319 Speaker 1: it actually used inertia and momentum, right, you you had 208 00:11:27,320 --> 00:11:30,040 Speaker 1: to actually turn your ship and thrust in the opposite 209 00:11:30,080 --> 00:11:33,160 Speaker 1: direction to stop yourself at the plan ahead. Yeah, the 210 00:11:33,240 --> 00:11:35,400 Speaker 1: asteroids when you would when you shoot them, would break 211 00:11:35,400 --> 00:11:38,440 Speaker 1: apart into different directions, and if you were flying around 212 00:11:38,440 --> 00:11:40,439 Speaker 1: and if you've got going too fast and those asteroids 213 00:11:40,440 --> 00:11:43,360 Speaker 1: you start shooting them, you broke apart into little sticks. 214 00:11:43,360 --> 00:11:45,600 Speaker 1: For they have that little teleport button that you could 215 00:11:45,679 --> 00:11:48,400 Speaker 1: use like once a game and yeah, but that would 216 00:11:48,440 --> 00:11:50,719 Speaker 1: often drop you right in the path of a big asteroid. Yeah, 217 00:11:50,760 --> 00:11:54,800 Speaker 1: it wasn't necessarily a way to to save yourself. We'll 218 00:11:54,840 --> 00:11:59,559 Speaker 1: be back to talk about more of the amazing, amazing 219 00:11:59,600 --> 00:12:11,280 Speaker 1: story of Atari after these brief messages. This is also 220 00:12:11,280 --> 00:12:14,240 Speaker 1: when Atari would release a game for the home game 221 00:12:14,280 --> 00:12:16,800 Speaker 1: market that that Chuck. I think you have a few 222 00:12:16,840 --> 00:12:19,640 Speaker 1: things to say about. It's a little game called Adventure. 223 00:12:20,840 --> 00:12:25,360 Speaker 1: Oh talk about my favorite thing every please do. Let's 224 00:12:25,400 --> 00:12:30,079 Speaker 1: do that. Yes, Adventure was was created by Warren Robinette 225 00:12:31,280 --> 00:12:35,640 Speaker 1: and it I played it yesterday online. Um, had a 226 00:12:35,679 --> 00:12:42,080 Speaker 1: great time. Still holds up, well, maybe it's nostalgia. Playing 227 00:12:42,120 --> 00:12:44,640 Speaker 1: a little little is definitely paying a role. It does 228 00:12:44,679 --> 00:12:47,000 Speaker 1: hold up in a way, though. But when you look 229 00:12:47,040 --> 00:12:49,960 Speaker 1: at it now, and if you're younger, you will scoff 230 00:12:50,000 --> 00:12:54,440 Speaker 1: at the square that represents the night, and the arrow 231 00:12:54,480 --> 00:12:59,679 Speaker 1: that represents a sword, and the ducks that represent the dragons. Um. 232 00:12:59,720 --> 00:13:02,560 Speaker 1: But at the time it was, there was nothing like 233 00:13:02,600 --> 00:13:07,440 Speaker 1: it there. It was the first game that put you. Uh. 234 00:13:07,559 --> 00:13:11,280 Speaker 1: It was the first first person adventure game. Yeah, it's 235 00:13:11,320 --> 00:13:14,719 Speaker 1: the It's considered the first action adventure game ever. It 236 00:13:15,600 --> 00:13:19,200 Speaker 1: spawned a genre of games. Yeah, and but I don't 237 00:13:19,200 --> 00:13:21,319 Speaker 1: think we can get across like when we were kids 238 00:13:21,360 --> 00:13:25,559 Speaker 1: playing this game, we didn't see a square in an arrow. 239 00:13:26,480 --> 00:13:29,240 Speaker 1: We had imagination to go along with it. And it 240 00:13:29,280 --> 00:13:32,880 Speaker 1: sounds corny, but you really did, in your mind's eye 241 00:13:33,120 --> 00:13:35,960 Speaker 1: see the dragon, the red dragon, coming at you, and 242 00:13:36,000 --> 00:13:37,320 Speaker 1: you felt like you were the night and you had 243 00:13:37,360 --> 00:13:41,439 Speaker 1: this great, big sword. So it really played on kids imagination, which, um, 244 00:13:41,480 --> 00:13:43,240 Speaker 1: I mean, I love the games now. Don't get me wrong. 245 00:13:43,240 --> 00:13:45,480 Speaker 1: I'm not saying you should go back and do things 246 00:13:45,480 --> 00:13:48,080 Speaker 1: like this anymore, although there are some games that have 247 00:13:48,120 --> 00:13:50,680 Speaker 1: come out recently that have more of this old school 248 00:13:51,720 --> 00:13:55,880 Speaker 1: feel to it and they're phenomenal. Uh. For example, if 249 00:13:55,880 --> 00:13:57,959 Speaker 1: you want a game that looks like it was made 250 00:13:57,960 --> 00:13:59,719 Speaker 1: back in the early this would be more like in 251 00:13:59,760 --> 00:14:03,679 Speaker 1: the computer game era. Papers Please. Now let me tell 252 00:14:03,720 --> 00:14:05,959 Speaker 1: you what Papers pleases, and you're not going to believe 253 00:14:05,960 --> 00:14:08,600 Speaker 1: that this is a game. In Papers Please. You play 254 00:14:08,679 --> 00:14:14,439 Speaker 1: the part of a border patrol agent who reviews documentation 255 00:14:14,480 --> 00:14:17,600 Speaker 1: of people passing from one Soviet style nation to a 256 00:14:17,640 --> 00:14:22,760 Speaker 1: different Soviet style nation. But it's fantastic and it's done 257 00:14:22,760 --> 00:14:24,840 Speaker 1: in this style, and like I said, it's more of 258 00:14:24,880 --> 00:14:26,960 Speaker 1: a computer game style than the video game, like the 259 00:14:27,000 --> 00:14:32,200 Speaker 1: home video games very retro. But the gameplay is phenomenal, 260 00:14:32,360 --> 00:14:38,920 Speaker 1: The style is perfect, the oppressive Soviet music and and 261 00:14:39,040 --> 00:14:41,920 Speaker 1: uh and game. The writing in the game is fine. 262 00:14:42,440 --> 00:14:45,720 Speaker 1: So we're seeing some people who are kind of going 263 00:14:45,760 --> 00:14:48,920 Speaker 1: back to it, maybe a little later in the development 264 00:14:48,960 --> 00:14:52,080 Speaker 1: cycle and adventure, but they're going back to those basics 265 00:14:52,120 --> 00:14:55,760 Speaker 1: of gameplay is really important and imagination can make up 266 00:14:55,800 --> 00:14:59,840 Speaker 1: for a lot of of what other people would see 267 00:15:00,080 --> 00:15:01,960 Speaker 1: is like a drawback. You know, this idea that the 268 00:15:02,040 --> 00:15:06,840 Speaker 1: graphics are not realistic or or or you know, they 269 00:15:06,920 --> 00:15:11,440 Speaker 1: they're very abstract. These days, I'm seeing more developers say 270 00:15:11,560 --> 00:15:14,280 Speaker 1: that's not a problem. You know, that's something you can 271 00:15:14,320 --> 00:15:17,760 Speaker 1: embrace if the game is good. Yeah, exactly, And an 272 00:15:17,760 --> 00:15:21,440 Speaker 1: Adventure was that. I mean, uh, there are three big 273 00:15:21,520 --> 00:15:24,440 Speaker 1: things that Adventure brought to the table um. There was 274 00:15:24,480 --> 00:15:28,000 Speaker 1: a large space for the first time, I think thirty 275 00:15:28,120 --> 00:15:30,360 Speaker 1: rooms and eight regions. Yeah, you move from screen to 276 00:15:30,440 --> 00:15:32,400 Speaker 1: screen and it would take you into a new region 277 00:15:32,440 --> 00:15:34,800 Speaker 1: with new new things that you had to maneuver around. 278 00:15:35,440 --> 00:15:37,880 Speaker 1: You could pick up objects and drop them and move 279 00:15:37,920 --> 00:15:40,600 Speaker 1: them around and use them and manipulate them. That was 280 00:15:40,600 --> 00:15:43,040 Speaker 1: a new thing one of the time, as I recall well, 281 00:15:43,080 --> 00:15:45,120 Speaker 1: which turned out to be brilliant because it's because of 282 00:15:45,120 --> 00:15:47,680 Speaker 1: the lost ark made things very convoluted, right. Yeah, It 283 00:15:47,720 --> 00:15:49,920 Speaker 1: meant that you didn't have to have an inventory screen. 284 00:15:50,080 --> 00:15:53,760 Speaker 1: All the action could take place within that game, like 285 00:15:54,120 --> 00:15:55,920 Speaker 1: you had to plan out what you needed, like are 286 00:15:55,960 --> 00:15:57,960 Speaker 1: you going to need the sword on that next screen? 287 00:15:58,120 --> 00:16:00,000 Speaker 1: If you don't, do you want to move? The whole 288 00:16:00,200 --> 00:16:03,080 Speaker 1: point of the game was getting the chalice to the 289 00:16:03,960 --> 00:16:07,880 Speaker 1: exactly so you might not need your sword, so dropping 290 00:16:07,880 --> 00:16:10,040 Speaker 1: the sword, moving the chalice further along might be the 291 00:16:10,040 --> 00:16:12,160 Speaker 1: best thing to do. But there was also another element 292 00:16:12,560 --> 00:16:17,760 Speaker 1: that could really mess with you if you yes. The bat. Yeah, 293 00:16:17,760 --> 00:16:20,080 Speaker 1: there was a bat that would fly around and there 294 00:16:20,080 --> 00:16:24,040 Speaker 1: were several levels of difficult from three I think, and 295 00:16:24,360 --> 00:16:27,560 Speaker 1: I think the bat came out of number two. Um, 296 00:16:27,560 --> 00:16:29,600 Speaker 1: but either on level two or three, the bat would 297 00:16:29,640 --> 00:16:32,080 Speaker 1: just fly around and you would be so close to 298 00:16:32,160 --> 00:16:35,040 Speaker 1: getting what you needed, and it took work. This game time, 299 00:16:35,440 --> 00:16:39,440 Speaker 1: there was no timer, which was another genius move. Um, 300 00:16:39,480 --> 00:16:41,480 Speaker 1: And it would take a lot of figuring out to 301 00:16:41,480 --> 00:16:43,880 Speaker 1: to find your way through these mazes and catacombs, and 302 00:16:44,240 --> 00:16:46,320 Speaker 1: sometimes you would have to use this bridge to get 303 00:16:46,360 --> 00:16:48,760 Speaker 1: through a wall, and it was really pretty genius. And 304 00:16:48,760 --> 00:16:51,720 Speaker 1: then the bat would come and steal the things and 305 00:16:51,760 --> 00:16:54,120 Speaker 1: steal the thing you wanted, or occasionally it would fly 306 00:16:54,160 --> 00:16:57,760 Speaker 1: away with like a dragon, which was funny. Yeah. And 307 00:16:57,800 --> 00:17:00,200 Speaker 1: then basically then you had to go on a us 308 00:17:00,240 --> 00:17:02,480 Speaker 1: to find this bat because the bat had the key 309 00:17:02,520 --> 00:17:06,920 Speaker 1: to the Black Castle. Black Castle had you know, Alice exactly, 310 00:17:06,960 --> 00:17:10,119 Speaker 1: So it's it was. It was levels of complexity. Also, 311 00:17:10,720 --> 00:17:14,399 Speaker 1: another really cool thing about Adventure, it's the first video 312 00:17:14,400 --> 00:17:16,680 Speaker 1: game that I know of to have an Easter Egg 313 00:17:16,680 --> 00:17:19,440 Speaker 1: in it. Yeah, it is the first game. I'm reading 314 00:17:19,480 --> 00:17:22,680 Speaker 1: Ready Player one right now. Fantastic. They talk a little 315 00:17:22,720 --> 00:17:25,600 Speaker 1: bit about that. Um, there's actually a game inside Ready 316 00:17:25,600 --> 00:17:29,040 Speaker 1: Player one. Oh really, Yeah, there was this game within 317 00:17:29,119 --> 00:17:31,359 Speaker 1: the book itself that if you figured it out, you 318 00:17:31,359 --> 00:17:33,800 Speaker 1: could win a prize. I can't remember the details. Yeah, 319 00:17:33,920 --> 00:17:36,040 Speaker 1: that's pretty cool. It's actually one of those things where 320 00:17:36,440 --> 00:17:39,919 Speaker 1: they released the information that that there was stuff hidden 321 00:17:40,119 --> 00:17:42,640 Speaker 1: in the book that if you figured it out would 322 00:17:42,680 --> 00:17:44,639 Speaker 1: lead you down a pathway where you could want a 323 00:17:44,680 --> 00:17:46,679 Speaker 1: prize at the end. That's pretty cool. It was a 324 00:17:46,720 --> 00:17:51,920 Speaker 1: neat idea. Yeah, the easter reggon Adventure though at the time, 325 00:17:51,960 --> 00:17:54,680 Speaker 1: and we'll talk about this in a minute, with um 326 00:17:55,240 --> 00:17:58,360 Speaker 1: developers not getting credit, they didn't get credit at the time, 327 00:17:58,359 --> 00:18:02,120 Speaker 1: and so he hid a uh he hit his name. Basically, 328 00:18:02,240 --> 00:18:05,040 Speaker 1: there was this little invisible dot that you can only 329 00:18:05,040 --> 00:18:07,719 Speaker 1: find in certain rooms, hidden away, and you could pick 330 00:18:07,800 --> 00:18:09,520 Speaker 1: up this dot and bring it to a certain place 331 00:18:10,000 --> 00:18:12,760 Speaker 1: and it would basically take you. It would it would 332 00:18:12,840 --> 00:18:15,600 Speaker 1: show his name on the screen as the creator of 333 00:18:15,640 --> 00:18:17,840 Speaker 1: the game. And it was the very very first Easter Egg. 334 00:18:18,160 --> 00:18:20,600 Speaker 1: Pretty neat story, really cool, really cool. I can talk 335 00:18:20,640 --> 00:18:23,040 Speaker 1: about Adventure for the next hour, so we'll have to 336 00:18:23,080 --> 00:18:25,080 Speaker 1: move on, but we need to go back in time 337 00:18:25,119 --> 00:18:30,400 Speaker 1: to Space Invaders and an instrumentally important video game, one 338 00:18:30,440 --> 00:18:35,320 Speaker 1: of the most um popular arcade games to ever come out, 339 00:18:35,440 --> 00:18:38,320 Speaker 1: in fact, Asteroids in a way was Atari saying how 340 00:18:38,359 --> 00:18:41,080 Speaker 1: can we capitalize on that same kind of level of 341 00:18:41,080 --> 00:18:45,480 Speaker 1: of of obsession and it was a Tito Tito game 342 00:18:45,480 --> 00:18:48,360 Speaker 1: in the arcade And I think the last we left 343 00:18:48,400 --> 00:18:53,359 Speaker 1: off with the home unit was it wasn't selling super well. Um, 344 00:18:53,440 --> 00:18:57,080 Speaker 1: and everything changed when they brought licensed and it was 345 00:18:57,080 --> 00:18:59,439 Speaker 1: the first license game. When they licensed Space Invaders, it 346 00:18:59,520 --> 00:19:02,560 Speaker 1: was a huge hit. Yeah. And also it was a 347 00:19:02,640 --> 00:19:05,439 Speaker 1: very faithful port of the game, Like it was a 348 00:19:05,440 --> 00:19:08,639 Speaker 1: good representation of what the Arcade game was. You know, 349 00:19:08,680 --> 00:19:11,240 Speaker 1: it wasn't as as uh. I mean, if you look 350 00:19:11,240 --> 00:19:12,840 Speaker 1: at a space and very game game, you're not going 351 00:19:12,880 --> 00:19:15,040 Speaker 1: to think of it as being slick or sophisticated. But 352 00:19:15,320 --> 00:19:18,119 Speaker 1: the Atari version was you know, a little a little slower, 353 00:19:18,119 --> 00:19:21,240 Speaker 1: a little block here. But it was pretty good version though. Yeah, 354 00:19:21,320 --> 00:19:25,919 Speaker 1: it was very The gameplay was there, the important elements 355 00:19:25,960 --> 00:19:28,480 Speaker 1: were there, and so while it might not have been 356 00:19:29,080 --> 00:19:30,800 Speaker 1: quite the same experience as the Arcade, it was a 357 00:19:30,840 --> 00:19:34,479 Speaker 1: good representation of it. So it was a great move 358 00:19:34,560 --> 00:19:38,240 Speaker 1: on Atari's part, very savvy and ended up really turning 359 00:19:38,280 --> 00:19:42,320 Speaker 1: things around. Started helping with the push to market this. 360 00:19:42,400 --> 00:19:45,800 Speaker 1: And also we should point out another interesting thing was 361 00:19:46,320 --> 00:19:49,960 Speaker 1: in the early days, Atari strategy was really to just 362 00:19:50,080 --> 00:19:53,280 Speaker 1: market around the holidays. This was like a Christmas line. 363 00:19:53,280 --> 00:19:55,120 Speaker 1: Because it was such an expensive thing. They thought, well, 364 00:19:55,119 --> 00:19:57,560 Speaker 1: this is a big ticket, this is when people are 365 00:19:57,600 --> 00:20:00,280 Speaker 1: going to be buying something for their kids, really was. 366 00:20:00,760 --> 00:20:02,600 Speaker 1: That was when I got my cartridges. I didn't like 367 00:20:02,680 --> 00:20:05,720 Speaker 1: buy one in June. Yeah, it would only be later 368 00:20:05,800 --> 00:20:08,520 Speaker 1: on when they said why don't we promote this all 369 00:20:08,640 --> 00:20:11,879 Speaker 1: year round? And that started to really boost the sales 370 00:20:11,920 --> 00:20:16,120 Speaker 1: to Also around this time, they were debuting home computer systems, 371 00:20:16,160 --> 00:20:19,000 Speaker 1: the Atari four hundred and the Atari eight hundred. Now 372 00:20:19,040 --> 00:20:23,159 Speaker 1: these were both eight bit home computers, so you know, 373 00:20:24,520 --> 00:20:29,560 Speaker 1: they were based around that same microprocessor technology that there used, 374 00:20:29,720 --> 00:20:33,680 Speaker 1: although the version that they us was technically the six 375 00:20:33,720 --> 00:20:35,840 Speaker 1: five oh seven, which had fewer pins than the six 376 00:20:35,880 --> 00:20:40,720 Speaker 1: five oh two microprocessor. Um they could only address or 377 00:20:40,760 --> 00:20:43,600 Speaker 1: the vcs rather, the twicet center could only address eight 378 00:20:43,640 --> 00:20:47,360 Speaker 1: kilobytes of memory. So we're talking really really simple stuff here. 379 00:20:47,880 --> 00:20:49,920 Speaker 1: Now between the four D and hundred. You might wonder, 380 00:20:49,960 --> 00:20:52,320 Speaker 1: what's the difference. Is the hundred twice as good as 381 00:20:52,320 --> 00:20:57,360 Speaker 1: it twice as powerful? No? Maybe a little more expensive, Yeah, 382 00:20:57,400 --> 00:20:59,040 Speaker 1: but it was this was these were two of the 383 00:20:59,119 --> 00:21:02,000 Speaker 1: units that had code names that were named after women 384 00:21:02,000 --> 00:21:05,720 Speaker 1: in the office. We mentioned that previously. So the four 385 00:21:05,840 --> 00:21:09,119 Speaker 1: hundred was marketed more as a gaming console and the 386 00:21:09,119 --> 00:21:13,120 Speaker 1: eight hundred was marketed more as a home computer. So 387 00:21:13,520 --> 00:21:15,960 Speaker 1: the four hundred had essentially the same stuff as the 388 00:21:15,960 --> 00:21:18,040 Speaker 1: eight hundred, but a lot of it was inaccessible to 389 00:21:18,080 --> 00:21:21,240 Speaker 1: the users. So, for example, your memory slots are closed 390 00:21:21,280 --> 00:21:24,000 Speaker 1: off the four hundred, So what you buy all the boxes, 391 00:21:24,040 --> 00:21:26,400 Speaker 1: what you get, whereas the eight hundred had things where 392 00:21:26,400 --> 00:21:29,960 Speaker 1: you could swap stuff out. I remember seeing that, but 393 00:21:30,080 --> 00:21:33,200 Speaker 1: only to a certain degree. It had like five available slots. Yeah, 394 00:21:33,200 --> 00:21:36,600 Speaker 1: it wasn't It wasn't like you could just continuously upgrade this. 395 00:21:36,680 --> 00:21:39,840 Speaker 1: Obviously the hardware itself had a limitation too, but it 396 00:21:39,880 --> 00:21:43,200 Speaker 1: did mean that you could uh customize they hundred more 397 00:21:43,200 --> 00:21:45,360 Speaker 1: than you could the four hundred, which was a big 398 00:21:45,359 --> 00:21:49,679 Speaker 1: deal at the time. Yeah, so, uh, seventy nine is 399 00:21:49,680 --> 00:21:52,840 Speaker 1: a big year for them. They make twenty million dollars 400 00:21:52,920 --> 00:21:57,680 Speaker 1: in nineteen nine. Yeah, undred units started basically, you know, 401 00:21:57,720 --> 00:22:00,560 Speaker 1: they sold three hundred thousand, then five hundred and a million, 402 00:22:00,600 --> 00:22:04,600 Speaker 1: than two million, and they basically started doubling every year 403 00:22:04,680 --> 00:22:10,840 Speaker 1: upon year until they hit ten million and uh units sold. 404 00:22:11,480 --> 00:22:15,680 Speaker 1: And for Warners, they made up seventy of their income 405 00:22:16,840 --> 00:22:20,280 Speaker 1: of a company that also oversees music and movies. Yeah, 406 00:22:20,320 --> 00:22:23,679 Speaker 1: that's just crazy. Yeah, the rest of their business was 407 00:22:23,760 --> 00:22:26,960 Speaker 1: only thirty of their revenue. It's hard for me to 408 00:22:27,000 --> 00:22:29,160 Speaker 1: wrap my mind around that. We talked about the video 409 00:22:29,160 --> 00:22:33,440 Speaker 1: game industry being big today, Yeah, it was enormous back then, 410 00:22:33,760 --> 00:22:37,399 Speaker 1: relatively speaking. I mean the pie size is differently, but 411 00:22:38,119 --> 00:22:42,639 Speaker 1: the portion of the pie was huge, unbelievable. And it 412 00:22:42,720 --> 00:22:46,800 Speaker 1: was that time that the CEO Cassar, started to do 413 00:22:46,840 --> 00:22:52,720 Speaker 1: some really dumb things with the company, namely, hey, let's um, 414 00:22:52,800 --> 00:22:55,280 Speaker 1: let's lay off some of these developers, let's shut down 415 00:22:55,280 --> 00:22:57,280 Speaker 1: the R and D department, and let's think all our 416 00:22:57,320 --> 00:23:00,840 Speaker 1: money into marketing this stuff. And this is bad timing 417 00:23:00,880 --> 00:23:05,399 Speaker 1: because just before he started messing around with the internal 418 00:23:05,440 --> 00:23:09,680 Speaker 1: structure of the company, there were already defections from Atari. 419 00:23:09,840 --> 00:23:13,440 Speaker 1: Right you had you had four engineers from Attari who 420 00:23:13,560 --> 00:23:17,000 Speaker 1: left the company and they formed their own company to 421 00:23:17,080 --> 00:23:22,160 Speaker 1: create games. Sure please do. David Crane, Bob Whitehead, Alan Miller, 422 00:23:22,160 --> 00:23:27,880 Speaker 1: and Larry Kaplan and they formed Crane, by the way, 423 00:23:27,520 --> 00:23:30,320 Speaker 1: one of the best games from Atari. But they formed 424 00:23:30,440 --> 00:23:36,280 Speaker 1: you said, Activision, Huge, huge, So that there were two 425 00:23:36,280 --> 00:23:39,800 Speaker 1: big reasons why they left. One is just that the 426 00:23:40,000 --> 00:23:43,639 Speaker 1: developers weren't getting a share in the profits made from 427 00:23:43,680 --> 00:23:46,280 Speaker 1: the games. Yeah, no money. They were being paid. They 428 00:23:46,320 --> 00:23:48,800 Speaker 1: were being paid on a make this game basis. But 429 00:23:48,840 --> 00:23:51,160 Speaker 1: if a game was selling really well, they didn't get royalties, 430 00:23:51,440 --> 00:23:53,680 Speaker 1: and they started to see these sales, They're like, I 431 00:23:53,800 --> 00:23:55,960 Speaker 1: make twenty grand a year. Yeah, I'm the one. I'm 432 00:23:56,000 --> 00:23:58,840 Speaker 1: the guy that made the thing that invented it that 433 00:23:58,840 --> 00:24:01,160 Speaker 1: that that you're so ling, and I'm not getting any 434 00:24:01,200 --> 00:24:03,560 Speaker 1: of that. The proceeds there's sort of in a vacuum 435 00:24:03,600 --> 00:24:08,119 Speaker 1: like they were from what I read, sort of singular creators. 436 00:24:08,200 --> 00:24:10,679 Speaker 1: Think there wasn't a team of people. Yeah, it was 437 00:24:10,760 --> 00:24:13,199 Speaker 1: like a dude wing up with an idea and then 438 00:24:13,240 --> 00:24:16,240 Speaker 1: seeing it through. Pretty much every game in these days, 439 00:24:16,720 --> 00:24:21,000 Speaker 1: you're talking about one person or maybe two people working 440 00:24:21,040 --> 00:24:22,280 Speaker 1: on a game, but more often than I was a 441 00:24:22,280 --> 00:24:25,640 Speaker 1: single person per game. The other reason was the one 442 00:24:25,640 --> 00:24:28,080 Speaker 1: that you had mentioned earlier. They weren't getting any credit 443 00:24:28,200 --> 00:24:30,160 Speaker 1: for it, so they weren't getting paid, and they weren't 444 00:24:30,200 --> 00:24:32,720 Speaker 1: their names weren't appearing on the packaging, it wasn't appearing 445 00:24:32,760 --> 00:24:36,800 Speaker 1: in the game, and they just wanted to have these 446 00:24:36,800 --> 00:24:39,560 Speaker 1: two elements things they thought that they were over and 447 00:24:39,600 --> 00:24:41,919 Speaker 1: so they went off and formed Activision with that, and 448 00:24:41,960 --> 00:24:44,520 Speaker 1: they decided they were going to continue to make games 449 00:24:44,680 --> 00:24:49,760 Speaker 1: for the Atari. But they obviously wouldn't be Atari games 450 00:24:49,800 --> 00:24:53,520 Speaker 1: like they they'd be Activision games for the AD, and 451 00:24:53,600 --> 00:24:58,320 Speaker 1: this caused some friction. Atari resisted this. Atari did not 452 00:24:58,400 --> 00:25:02,520 Speaker 1: want other companies making games for was really p oed 453 00:25:02,720 --> 00:25:05,600 Speaker 1: about the defection to begin with. Um I saw an 454 00:25:05,600 --> 00:25:07,560 Speaker 1: interview with Crane where he said that he at one 455 00:25:07,560 --> 00:25:10,840 Speaker 1: point when they were at first they went to ask like, hey, 456 00:25:10,920 --> 00:25:12,879 Speaker 1: maybe we should get some of this revenue, maybe we 457 00:25:12,880 --> 00:25:15,640 Speaker 1: can get credit as developers, and he said, you guys 458 00:25:15,680 --> 00:25:17,920 Speaker 1: aren't any more important than the guy on the assembly 459 00:25:18,000 --> 00:25:21,320 Speaker 1: line putting these things together. And they were like, screw you. 460 00:25:21,400 --> 00:25:24,520 Speaker 1: But yeah, I guess what have fun having that guy 461 00:25:24,560 --> 00:25:27,760 Speaker 1: on the assembly line putting together empty cartridges? So yeah, 462 00:25:27,760 --> 00:25:30,919 Speaker 1: they all leave. Uh. Some of the games they create 463 00:25:31,000 --> 00:25:33,639 Speaker 1: sell better than first party Atari games, Pitfall being a 464 00:25:33,680 --> 00:25:38,560 Speaker 1: great example of that, and Atari would sue Activision trying 465 00:25:38,560 --> 00:25:41,280 Speaker 1: to prevent them from producing games. But all of that, 466 00:25:41,320 --> 00:25:44,440 Speaker 1: by two all that had been decided third party games 467 00:25:44,480 --> 00:25:47,200 Speaker 1: would be completely allowed, and that was both a good 468 00:25:47,240 --> 00:25:49,840 Speaker 1: thing and a bad thing for the video game industry. 469 00:25:49,840 --> 00:25:52,600 Speaker 1: It was a good thing because companies like Activision we're 470 00:25:52,640 --> 00:25:55,159 Speaker 1: making some really good games. It's a bad thing because 471 00:25:55,280 --> 00:25:59,080 Speaker 1: anybody else could make whatever crap they wanted to. Man, 472 00:25:59,240 --> 00:26:02,400 Speaker 1: there were some bad had bad bad games. Yeah, we'll 473 00:26:02,440 --> 00:26:06,399 Speaker 1: get to them of them. One of my favorite games 474 00:26:06,600 --> 00:26:11,719 Speaker 1: arcade games was released in two of them actually, um. 475 00:26:11,760 --> 00:26:16,520 Speaker 1: One of them was Missile Command. Loved it, which brilliant. Also, 476 00:26:16,800 --> 00:26:18,399 Speaker 1: one of the things I love about Missile Command is 477 00:26:18,400 --> 00:26:21,000 Speaker 1: when Atari went to the developers to make Missile Command, 478 00:26:21,000 --> 00:26:24,919 Speaker 1: they had one demand. They said, this game can only 479 00:26:24,960 --> 00:26:27,919 Speaker 1: be a defensive game. That's right, because it was about 480 00:26:28,119 --> 00:26:32,160 Speaker 1: essentially the Cold War, in nuclear war. And they said, yeah, 481 00:26:32,160 --> 00:26:33,479 Speaker 1: we don't want to We don't want to have this 482 00:26:33,600 --> 00:26:35,480 Speaker 1: be a game where you drop in nukes on people. Know. 483 00:26:36,040 --> 00:26:39,320 Speaker 1: It can be about we're shooting down missiles to stave 484 00:26:39,359 --> 00:26:41,879 Speaker 1: off a nuclear attack, but we're not going to have 485 00:26:41,920 --> 00:26:44,720 Speaker 1: anything in the game where we launch a counter attack. Yeah, 486 00:26:44,760 --> 00:26:46,880 Speaker 1: which was kind of cool. Missile Command to me still 487 00:26:46,880 --> 00:26:50,800 Speaker 1: holds up because version was really good. It moved it 488 00:26:50,800 --> 00:26:54,159 Speaker 1: from a trackball in the arcade to the joystick. Um, 489 00:26:54,200 --> 00:26:56,160 Speaker 1: but it didn't matter. No, it still worked really well. 490 00:26:56,240 --> 00:26:59,640 Speaker 1: And as as anyone who played Missile Command knows, as 491 00:26:59,680 --> 00:27:03,000 Speaker 1: you agress through those screens, it gets really really hard 492 00:27:03,440 --> 00:27:07,120 Speaker 1: because stuff starts coming down pretty fast. So the other 493 00:27:07,119 --> 00:27:09,800 Speaker 1: big game that came out in the one that I 494 00:27:09,880 --> 00:27:14,520 Speaker 1: also loved in the arcades, battle Zone man mind blowing 495 00:27:14,840 --> 00:27:18,080 Speaker 1: the dual joystick controllers to control the movement of a 496 00:27:18,119 --> 00:27:20,959 Speaker 1: tank and you know, push both controllers forward to go forward, 497 00:27:21,240 --> 00:27:23,639 Speaker 1: pull one back to start turning in that direction to 498 00:27:23,760 --> 00:27:26,880 Speaker 1: three d uh. What do you call that? Vector graphics? 499 00:27:27,560 --> 00:27:29,199 Speaker 1: Vector graphic? Yea, So what they would do is for 500 00:27:29,320 --> 00:27:33,199 Speaker 1: vector graphics, you plot two points and it draws a 501 00:27:33,280 --> 00:27:35,960 Speaker 1: line between those two points, and then you draw another point. 502 00:27:36,000 --> 00:27:37,840 Speaker 1: It draws a line between those and that's how you 503 00:27:37,880 --> 00:27:40,800 Speaker 1: could create basic shapes and they'd be you know, kind 504 00:27:40,800 --> 00:27:43,719 Speaker 1: of at least wire frame look that you would you know, 505 00:27:44,080 --> 00:27:47,440 Speaker 1: that was famous for battle Zone and also my favorite 506 00:27:47,840 --> 00:27:51,280 Speaker 1: Atari arcade game of all time, which comes out so 507 00:27:51,320 --> 00:27:54,800 Speaker 1: I'm gonna save it, but battle Zone about it also 508 00:27:54,840 --> 00:27:57,160 Speaker 1: had a scope view for some versions of the game. 509 00:27:57,200 --> 00:27:58,600 Speaker 1: Not all of them had the scope view. Some of 510 00:27:58,600 --> 00:28:00,480 Speaker 1: them were just the basic monitor and then you had 511 00:28:00,520 --> 00:28:03,480 Speaker 1: the controls only played the scope. So did I because 512 00:28:03,480 --> 00:28:05,320 Speaker 1: that you had to put your face up to like 513 00:28:05,359 --> 00:28:10,280 Speaker 1: a binocular type thing, and and it cuts away all 514 00:28:10,280 --> 00:28:14,639 Speaker 1: other distractions. You don't anything. Yeah, and this is a 515 00:28:14,720 --> 00:28:17,800 Speaker 1: good lesson too. We talk about immersion and things like 516 00:28:18,200 --> 00:28:21,520 Speaker 1: virtual reality and talk about how people say over and 517 00:28:21,560 --> 00:28:24,560 Speaker 1: over graphics matters, but it doesn't matter as much as 518 00:28:24,560 --> 00:28:28,080 Speaker 1: you think it does. That you can feel immersed in 519 00:28:28,400 --> 00:28:31,840 Speaker 1: something has very simple graphics if it's a convincing experience. 520 00:28:31,880 --> 00:28:36,400 Speaker 1: These were green lines, and uh, it was totally immersive. Great, 521 00:28:36,400 --> 00:28:40,240 Speaker 1: great love that game. Always very disruptive, as someone would 522 00:28:40,240 --> 00:28:42,480 Speaker 1: tap on your shoulder when you're in that game, right, 523 00:28:42,720 --> 00:28:46,480 Speaker 1: what's going on? How did you get in my tank? Uh? 524 00:28:46,520 --> 00:28:50,080 Speaker 1: So nine one they would come out with another phenomenal 525 00:28:50,240 --> 00:28:52,160 Speaker 1: arcade game, one of the best in the world. I 526 00:28:52,360 --> 00:28:55,720 Speaker 1: know I keep saying that, but it's absolutely true. Tempest. Yeah, 527 00:28:55,760 --> 00:28:58,959 Speaker 1: that was my favorite game. Well that in Galica, but 528 00:28:59,320 --> 00:29:02,239 Speaker 1: those are both grade games. Yeah, and Tempests was just 529 00:29:03,440 --> 00:29:05,920 Speaker 1: it didn't look like any other game that had come 530 00:29:05,920 --> 00:29:09,160 Speaker 1: out before it. Um if the gameplay was different, full 531 00:29:09,280 --> 00:29:12,200 Speaker 1: color vector graphics, so it wasn't just green or white lines. 532 00:29:12,200 --> 00:29:15,840 Speaker 1: Who actually yeah, and uh it had a feature too. 533 00:29:15,840 --> 00:29:17,560 Speaker 1: I remember where you could at the very beginning of 534 00:29:17,600 --> 00:29:20,600 Speaker 1: the game you could skip forward. Um because when you 535 00:29:20,640 --> 00:29:22,560 Speaker 1: completed different levels in tempos, you would get a certain 536 00:29:22,560 --> 00:29:25,680 Speaker 1: amount of bonus points, but you could opt to start 537 00:29:25,760 --> 00:29:28,440 Speaker 1: later in the game and higher up on a higher level, 538 00:29:29,200 --> 00:29:32,160 Speaker 1: and uh immediately if you finished that one, you had 539 00:29:32,160 --> 00:29:35,160 Speaker 1: immediately like fifty points. Yeah, because you were you were 540 00:29:35,400 --> 00:29:39,560 Speaker 1: you were jumping ahead, jumping to a level that mirror 541 00:29:39,560 --> 00:29:42,080 Speaker 1: mortals such as myself could not hope to complete. It 542 00:29:42,400 --> 00:29:45,440 Speaker 1: was tough, though, Man, it's still tough, buddy. Well yeah, 543 00:29:45,440 --> 00:29:48,120 Speaker 1: because I mean, you know you you're doing like that's 544 00:29:48,160 --> 00:29:51,000 Speaker 1: task management right there, you know, figuring out Okay, well, 545 00:29:51,000 --> 00:29:52,920 Speaker 1: this is the one that moves around in a circle 546 00:29:52,960 --> 00:29:54,640 Speaker 1: as it climbs up, so I gotta keep an eye 547 00:29:54,680 --> 00:29:56,160 Speaker 1: on that one. But this other one is one that 548 00:29:56,280 --> 00:29:58,480 Speaker 1: chimmy's up super fast, so I gotta get that one first. 549 00:29:59,040 --> 00:30:00,920 Speaker 1: And you can only fire and bursts. I remember, it 550 00:30:00,960 --> 00:30:04,120 Speaker 1: wasn't like a continuous fire game. And uh man, you 551 00:30:04,120 --> 00:30:06,479 Speaker 1: would just see people just spinning that disc like crazy 552 00:30:06,520 --> 00:30:08,760 Speaker 1: to get the tempest to you know, the ship to 553 00:30:08,760 --> 00:30:11,000 Speaker 1: go around to the right part of the the board 554 00:30:11,000 --> 00:30:13,840 Speaker 1: in order to show yeah, or when you work to 555 00:30:13,880 --> 00:30:16,360 Speaker 1: the next um, when you work to the next one. 556 00:30:16,400 --> 00:30:17,840 Speaker 1: I remember that was where you had to avoid the 557 00:30:17,880 --> 00:30:21,080 Speaker 1: spikes to the next level, and sometimes that was just 558 00:30:21,160 --> 00:30:23,520 Speaker 1: luck of the draw. The other big game that came 559 00:30:23,520 --> 00:30:28,800 Speaker 1: out in the arcades, Centipede. Yeah, Centipede was huge because 560 00:30:28,840 --> 00:30:32,680 Speaker 1: it appealed to women and girls, and it was very colorful, 561 00:30:32,840 --> 00:30:34,880 Speaker 1: very fun. It had a great game play with the 562 00:30:34,960 --> 00:30:38,560 Speaker 1: roller ball really maximized that. And I think it was 563 00:30:38,600 --> 00:30:41,080 Speaker 1: the first game actually written and developed by a woman. 564 00:30:41,440 --> 00:30:45,040 Speaker 1: Oh wow, I didn't know that. That's cool. That's super cool. Well. 565 00:30:45,160 --> 00:30:49,080 Speaker 1: N one was also when Atari would show off the Cosmos. 566 00:30:49,160 --> 00:30:52,040 Speaker 1: That was that handheld game that used holography and we 567 00:30:52,080 --> 00:30:55,080 Speaker 1: talked about previously. They showed it at the New York 568 00:30:55,120 --> 00:30:59,320 Speaker 1: Toy Fair. They ended up accepting eight thousand pre orders, 569 00:30:59,360 --> 00:31:01,720 Speaker 1: but by the end of nine Atari would reverse its 570 00:31:01,840 --> 00:31:06,000 Speaker 1: decision to release the game console. The project is canceled, 571 00:31:06,400 --> 00:31:08,719 Speaker 1: so we never get to see what the Cosmos actually 572 00:31:08,720 --> 00:31:13,880 Speaker 1: looks like. Um. Yeah, I'm very curious how this holographic 573 00:31:14,080 --> 00:31:16,480 Speaker 1: type stuff was supposed to work from what I understand, 574 00:31:16,920 --> 00:31:19,800 Speaker 1: Like the description I read was that you would only 575 00:31:19,840 --> 00:31:24,280 Speaker 1: get two different images and it wasn't it wasn't um 576 00:31:24,600 --> 00:31:27,800 Speaker 1: important for gameplay, And I thought, well, what is important 577 00:31:27,800 --> 00:31:30,880 Speaker 1: for gameplay? That maybe there's like a permanent type screen 578 00:31:31,000 --> 00:31:34,040 Speaker 1: and and whatever you're looking at is interacting with the 579 00:31:34,120 --> 00:31:37,959 Speaker 1: quote unquote holographic image, which would be kind of like 580 00:31:38,040 --> 00:31:41,440 Speaker 1: some of the overlays that that existed for other game systems, 581 00:31:41,440 --> 00:31:42,960 Speaker 1: where you would have to put overlay either on the 582 00:31:42,960 --> 00:31:47,400 Speaker 1: controller or sometimes on your TV. Yeah, it's very bizarre. 583 00:31:48,840 --> 00:31:53,320 Speaker 1: Attari would launch Dig Dug in the arcades yea, and 584 00:31:53,400 --> 00:31:57,080 Speaker 1: it also distributed one of Namco's games, a very popular 585 00:31:57,120 --> 00:32:01,760 Speaker 1: game pole position. Yeah. So Atari is basically kicking butt 586 00:32:02,320 --> 00:32:06,240 Speaker 1: on two levels. Here they're owning um, while they're sharing 587 00:32:06,240 --> 00:32:09,480 Speaker 1: ownership in the arcade along with the big boys UM, 588 00:32:09,600 --> 00:32:12,960 Speaker 1: and they're uh kind of owning the home system at 589 00:32:13,000 --> 00:32:15,880 Speaker 1: this point. Yeah. Um, they have, you know, some competition 590 00:32:15,920 --> 00:32:20,960 Speaker 1: with Clico Vision and Inteltelevision, which we're both i think 591 00:32:21,040 --> 00:32:23,640 Speaker 1: more advanced with the controls and some of the graphics. 592 00:32:23,720 --> 00:32:26,120 Speaker 1: But Tari had such a strangle hold on people at 593 00:32:26,120 --> 00:32:28,680 Speaker 1: that point. Yeah, it was tough to kind of put 594 00:32:28,720 --> 00:32:30,800 Speaker 1: a chink in their own I mean, they just they 595 00:32:30,840 --> 00:32:34,400 Speaker 1: define the market. And Television was interesting because it was 596 00:32:35,160 --> 00:32:37,120 Speaker 1: this was one that had overlays like I was talking about, 597 00:32:37,360 --> 00:32:39,680 Speaker 1: not necessarily for the screen, but for your controller. The 598 00:32:39,720 --> 00:32:41,960 Speaker 1: controller it look kind of like a remote control with 599 00:32:42,000 --> 00:32:44,560 Speaker 1: a little joystick at the base. Yeah. Yeah, I had 600 00:32:44,560 --> 00:32:48,440 Speaker 1: a wheel that you could snap a joystick onto, so 601 00:32:48,480 --> 00:32:51,000 Speaker 1: the joystick would move the wheel around, which in turn 602 00:32:51,320 --> 00:32:54,760 Speaker 1: operated whatever you know, sent the commands to the game system. 603 00:32:54,840 --> 00:32:56,280 Speaker 1: And then you had a number pad, but you had 604 00:32:56,280 --> 00:32:58,400 Speaker 1: little overlays. You would slide into the number pad depending 605 00:32:58,440 --> 00:33:01,000 Speaker 1: upon what game you're playing, so that tell you you know, 606 00:33:01,000 --> 00:33:04,240 Speaker 1: which number of corresponds to what command. Yeah, I remember 607 00:33:04,320 --> 00:33:07,960 Speaker 1: in television was for me the Rich Kid game, because 608 00:33:08,000 --> 00:33:10,560 Speaker 1: they were the only ones that whose parents would let 609 00:33:10,600 --> 00:33:13,200 Speaker 1: them get a new one. Everyone else's parents were like, 610 00:33:13,320 --> 00:33:16,440 Speaker 1: you've got the Atari. I think that's that's You're not 611 00:33:16,480 --> 00:33:18,680 Speaker 1: going to get a different game now. I inherited it 612 00:33:18,720 --> 00:33:22,800 Speaker 1: in television from my cousin sometime around like the late eighties. 613 00:33:22,800 --> 00:33:25,880 Speaker 1: So well after that, well after there's nothing else coming 614 00:33:25,880 --> 00:33:27,800 Speaker 1: out for it, right, this is that that game system 615 00:33:28,000 --> 00:33:30,200 Speaker 1: had been dead. So the things I had, and it 616 00:33:30,240 --> 00:33:33,480 Speaker 1: was funny because the collection I games of games I 617 00:33:33,520 --> 00:33:35,920 Speaker 1: had and the collection of overlays I had, it was 618 00:33:36,000 --> 00:33:39,280 Speaker 1: kind of like a Venn diagram with about coverage and 619 00:33:39,560 --> 00:33:42,520 Speaker 1: then there was overlap, and then for everything else. I 620 00:33:42,560 --> 00:33:45,720 Speaker 1: either had an overlay for a game that sounded awesome, 621 00:33:45,760 --> 00:33:47,800 Speaker 1: but I didn't have it or a game where I'm like, 622 00:33:47,880 --> 00:33:50,200 Speaker 1: I have no idea what these buttons are supposed to do. 623 00:33:50,840 --> 00:33:54,920 Speaker 1: But at any rate. Getting back to Atari two was 624 00:33:54,920 --> 00:33:59,320 Speaker 1: also when some some things happened that would end up 625 00:33:59,400 --> 00:34:03,320 Speaker 1: hurting a company in the near future. One is that 626 00:34:03,360 --> 00:34:07,680 Speaker 1: they rushed a home video game port of a smash 627 00:34:07,760 --> 00:34:10,880 Speaker 1: hit in the arcades pac Man, Can I do my 628 00:34:10,920 --> 00:34:17,879 Speaker 1: impression now? Please? Don't got got gone? That it really 629 00:34:17,880 --> 00:34:21,359 Speaker 1: sounded about that bad. Yeah, it didn't look like pac Man. 630 00:34:21,480 --> 00:34:24,160 Speaker 1: It didn't sound like pac Man. It barely played like 631 00:34:24,239 --> 00:34:26,880 Speaker 1: pac Man. I mean you had a maze and you 632 00:34:27,120 --> 00:34:30,839 Speaker 1: ate dashes instead of dots, and ghosts would chase after you. 633 00:34:30,920 --> 00:34:33,280 Speaker 1: They wouldn't turn blue if you ate a power pellet, 634 00:34:33,280 --> 00:34:37,640 Speaker 1: they would just start flashing um. And it didn't sound 635 00:34:37,640 --> 00:34:41,200 Speaker 1: like it. The colors weren't even the same it was. 636 00:34:40,280 --> 00:34:44,880 Speaker 1: They botched it on almost every single level. But I 637 00:34:45,000 --> 00:34:47,760 Speaker 1: was one of those kids who bought it on Christmas 638 00:34:47,880 --> 00:34:51,480 Speaker 1: Day that year because it was the most exciting thing 639 00:34:51,640 --> 00:34:54,759 Speaker 1: to come out. Well, pac Man was groundbreaking in that 640 00:34:55,160 --> 00:34:57,560 Speaker 1: He's like, yeah, we had a whole song about it 641 00:34:57,600 --> 00:35:00,640 Speaker 1: was legit. There was a dance and everything. Uh yeah, 642 00:35:00,800 --> 00:35:04,960 Speaker 1: it uh. The worst thing to me is that they 643 00:35:04,960 --> 00:35:08,759 Speaker 1: could have done it right, because later on released a 644 00:35:08,880 --> 00:35:12,080 Speaker 1: MISS pac Man, which actually wasn't bad. Yeah, that's one 645 00:35:12,120 --> 00:35:14,160 Speaker 1: of the one of the better games. Actually. Yeah, it's 646 00:35:14,200 --> 00:35:17,400 Speaker 1: kind of crazy that MS pac Man was. You know, 647 00:35:17,440 --> 00:35:19,520 Speaker 1: it just showed that they could have done it better, 648 00:35:19,640 --> 00:35:22,839 Speaker 1: but they rushed it through and uh, that ended up 649 00:35:22,880 --> 00:35:26,719 Speaker 1: being a big, big downside. Now it's sold well. They 650 00:35:26,800 --> 00:35:29,280 Speaker 1: I think they produced twelve million copies and they sold 651 00:35:29,360 --> 00:35:31,759 Speaker 1: seven million of them or something. Yeah. They at the 652 00:35:31,800 --> 00:35:35,360 Speaker 1: time there were ten million hundred units and they said 653 00:35:35,440 --> 00:35:38,120 Speaker 1: every single person is going to buy one, and then 654 00:35:38,160 --> 00:35:40,120 Speaker 1: two million more people will go out and buy it 655 00:35:41,239 --> 00:35:44,000 Speaker 1: to play pac Man. That is some hubris. Yeah, and 656 00:35:44,360 --> 00:35:47,239 Speaker 1: then when backfired in a big way, word comes around 657 00:35:47,320 --> 00:35:49,120 Speaker 1: that the game is not so good. People started to 658 00:35:49,120 --> 00:35:52,160 Speaker 1: put the brakes on that. But they also two released 659 00:35:52,239 --> 00:35:55,680 Speaker 1: Yars Revenge. That was the one that took a good game. Yeah, 660 00:35:55,680 --> 00:35:58,240 Speaker 1: it was a good game, and it took great Kassar's 661 00:35:58,320 --> 00:36:02,080 Speaker 1: name and reversed the first the reverse ray to Yar. 662 00:36:02,640 --> 00:36:08,720 Speaker 1: They eventually would ship I remember, um pac Man instead 663 00:36:08,719 --> 00:36:11,759 Speaker 1: of Combat. That's how low it fell, right. I'm glad 664 00:36:11,800 --> 00:36:15,040 Speaker 1: I got but I got mine in the combat day. Uh, 665 00:36:15,239 --> 00:36:18,799 Speaker 1: So the game Yards Revenge was developed by a guy 666 00:36:18,880 --> 00:36:23,440 Speaker 1: named Howard Scott Warshaw, who also developed two other games 667 00:36:23,480 --> 00:36:26,080 Speaker 1: that are notable. One is one we talked about before 668 00:36:26,440 --> 00:36:28,960 Speaker 1: the Indiana Jones Raiders Lost. Our game was developed by him, 669 00:36:29,160 --> 00:36:34,759 Speaker 1: which was fun but yeah, totally uh confounding. Yeah, it 670 00:36:34,760 --> 00:36:37,359 Speaker 1: was hard game to play. It was I. I was 671 00:36:37,440 --> 00:36:40,160 Speaker 1: talking to Chuck before we recorded. In fact, I was 672 00:36:40,160 --> 00:36:43,360 Speaker 1: talking to you earlier this week about how Um. I 673 00:36:43,440 --> 00:36:45,880 Speaker 1: played that game a lot, and I remember being stuck 674 00:36:45,880 --> 00:36:48,319 Speaker 1: on the first couple of screens for really like how 675 00:36:48,400 --> 00:36:50,359 Speaker 1: snake would come out of behind a rock and bite 676 00:36:50,360 --> 00:36:53,040 Speaker 1: me and I die, and and I think, well, I've 677 00:36:53,040 --> 00:36:55,320 Speaker 1: got this gun, but I'm almost certain this gun is 678 00:36:55,360 --> 00:36:57,200 Speaker 1: going to be important for something else. So if I 679 00:36:57,280 --> 00:36:59,439 Speaker 1: shoot the snake, is that a good idea? Should I? 680 00:36:59,480 --> 00:37:02,960 Speaker 1: Should I with the snake? That? Yeah? Well, And it 681 00:37:03,040 --> 00:37:06,440 Speaker 1: was the first game where you use both joysticks to play, 682 00:37:06,960 --> 00:37:09,560 Speaker 1: and um, the first game I think where you could 683 00:37:09,560 --> 00:37:12,680 Speaker 1: pick up multiple things and had like an inventory. Uh. 684 00:37:13,280 --> 00:37:18,279 Speaker 1: It was just really confusing, um and and challenging, but confusing. Yeah. 685 00:37:18,480 --> 00:37:20,839 Speaker 1: When I finally watched the play through, it was maybe 686 00:37:20,840 --> 00:37:23,120 Speaker 1: a year ago. I watched the playthrough of it. Yeah, 687 00:37:23,120 --> 00:37:25,479 Speaker 1: I kept thinking, well, now as I was watching, was like, oh, yeah, 688 00:37:25,520 --> 00:37:28,000 Speaker 1: I got that far. Because I kept forgetting how far 689 00:37:28,040 --> 00:37:30,080 Speaker 1: I got. I just remembered the frustration of not knowing 690 00:37:30,120 --> 00:37:32,759 Speaker 1: what was going on. Well, I realized later on that 691 00:37:32,800 --> 00:37:36,000 Speaker 1: I actually played that game, if not to completion, nearly 692 00:37:36,160 --> 00:37:40,000 Speaker 1: to completion, I don't know, really stuck with that game. 693 00:37:41,000 --> 00:37:43,239 Speaker 1: We've got a bit more to say about Atari. I mean, 694 00:37:43,239 --> 00:37:45,160 Speaker 1: there's a whole part three coming up after this one, 695 00:37:45,280 --> 00:37:47,200 Speaker 1: So we're gonna take a quick break and we'll be 696 00:37:47,320 --> 00:38:01,200 Speaker 1: right back. Warshaw is probably most famous poor guy for 697 00:38:01,320 --> 00:38:04,560 Speaker 1: a game that is often talked about as being the 698 00:38:04,600 --> 00:38:07,000 Speaker 1: worst video game ever made. In fact, Tech Stuff we 699 00:38:07,040 --> 00:38:08,920 Speaker 1: did an episode about the worst games ever made, and 700 00:38:08,960 --> 00:38:11,040 Speaker 1: this was number one on our list because it was 701 00:38:11,120 --> 00:38:14,919 Speaker 1: voted on by the listeners. E T. The Extraterrestrial. Yeah, 702 00:38:15,000 --> 00:38:17,479 Speaker 1: I saw a list that UM did not even listen 703 00:38:17,520 --> 00:38:20,840 Speaker 1: in the top ten worst because they're saying it gets 704 00:38:20,920 --> 00:38:25,399 Speaker 1: unnecessarily ribbed even though it is bad. People don't know 705 00:38:25,600 --> 00:38:27,920 Speaker 1: about the worst of the worst games. They were produced 706 00:38:27,960 --> 00:38:31,200 Speaker 1: by these third party companies. Et was produced by Atari, right, 707 00:38:31,239 --> 00:38:34,040 Speaker 1: this was not one of those little third party Probably 708 00:38:34,040 --> 00:38:36,040 Speaker 1: the worst Atari game. For sure. I could tell you 709 00:38:36,080 --> 00:38:39,160 Speaker 1: what the worst what I think, at least from a 710 00:38:39,239 --> 00:38:41,920 Speaker 1: concept point of view, what the worst game that was 711 00:38:42,000 --> 00:38:47,120 Speaker 1: made for the Atari. No Custers Revenge. I don't think 712 00:38:47,120 --> 00:38:49,279 Speaker 1: any of that one. You you need to look that 713 00:38:49,400 --> 00:38:53,040 Speaker 1: up later. And for all my listeners who are furiously 714 00:38:53,239 --> 00:38:58,280 Speaker 1: looking up Custers Revenge at I'm sorry. It is a racist, 715 00:38:59,040 --> 00:39:06,040 Speaker 1: misogynist game that uses awful graphics to depict um violating 716 00:39:06,320 --> 00:39:09,680 Speaker 1: Indian ladies. Yeah. No, there was a third party that 717 00:39:09,719 --> 00:39:14,920 Speaker 1: made and because Atari didn't have a process to uh 718 00:39:14,960 --> 00:39:18,839 Speaker 1: to approve or deny games on its system, people could 719 00:39:18,840 --> 00:39:21,719 Speaker 1: make stuff like that, or companies, like I said, kool 720 00:39:21,760 --> 00:39:24,520 Speaker 1: Aid could say, hey, let's make a game that's sort 721 00:39:24,560 --> 00:39:27,239 Speaker 1: of a TV commercial. Yeah, exactly. We can make a 722 00:39:27,239 --> 00:39:29,960 Speaker 1: commercial that's interactive and convince people to buy our stuff more. 723 00:39:30,239 --> 00:39:32,160 Speaker 1: And we can even make it so that the only 724 00:39:32,160 --> 00:39:34,360 Speaker 1: way you can get this game is by buying our 725 00:39:34,400 --> 00:39:38,359 Speaker 1: stuff and sending proof of purchase in to get the game. Yeah. Well, 726 00:39:38,360 --> 00:39:41,240 Speaker 1: at any rate, et was a huge setback for the company. 727 00:39:41,280 --> 00:39:43,960 Speaker 1: They had spent an enormous amount of money to get 728 00:39:43,960 --> 00:39:46,800 Speaker 1: the license, like between twenty and twenty five million dollars 729 00:39:47,239 --> 00:39:50,600 Speaker 1: for Spielberg to give that up. It was a big deal. Yeah. 730 00:39:50,640 --> 00:39:55,040 Speaker 1: They produced four million copies of the game, and about 731 00:39:55,120 --> 00:39:57,920 Speaker 1: three and a half million were returned to Atari, either 732 00:39:58,760 --> 00:40:03,160 Speaker 1: unsold or people had returned their copy to the game store. Yeah, 733 00:40:03,160 --> 00:40:05,560 Speaker 1: and the legend, and I should say, I've never ever 734 00:40:05,600 --> 00:40:08,160 Speaker 1: played it. Yeah. I don't know why it got by 735 00:40:08,239 --> 00:40:10,120 Speaker 1: me because I was so into all that and I 736 00:40:10,239 --> 00:40:12,279 Speaker 1: love DT. I don't know. Maybe I heard it was 737 00:40:12,320 --> 00:40:15,719 Speaker 1: crappy and I just don't remember, but I never played it. Um. 738 00:40:15,760 --> 00:40:18,239 Speaker 1: But then the story gets kind of interesting because for 739 00:40:18,320 --> 00:40:21,160 Speaker 1: many many years that was, uh, what was thought to 740 00:40:21,160 --> 00:40:24,000 Speaker 1: be an urban legend that Atari took those in other 741 00:40:24,080 --> 00:40:27,160 Speaker 1: games and buried them in a landfill in New Mexico 742 00:40:27,239 --> 00:40:30,440 Speaker 1: and covered it with concrete. Um. And for many years 743 00:40:30,640 --> 00:40:33,279 Speaker 1: that was like, now, that's just an urban legend. But 744 00:40:33,719 --> 00:40:36,160 Speaker 1: wasn't it last year that they finally dug them up. 745 00:40:36,280 --> 00:40:40,520 Speaker 1: It was actually April April two, and it was true. Yeah, 746 00:40:40,800 --> 00:40:43,120 Speaker 1: they found In fact, part of the legend. At one 747 00:40:43,160 --> 00:40:45,279 Speaker 1: point was saying, all right, yes they did it, but 748 00:40:45,320 --> 00:40:47,120 Speaker 1: first they crushed all the games, so all they're gonna 749 00:40:47,200 --> 00:40:49,600 Speaker 1: end up finding is black plastic. And this is of 750 00:40:49,600 --> 00:40:54,080 Speaker 1: of circuitry. Not true though. No, they found full intact cartridges. 751 00:40:54,160 --> 00:40:57,799 Speaker 1: Whether or not they still play is another question. Yeah, 752 00:40:57,800 --> 00:41:00,319 Speaker 1: and the truest irony those things were fetching some good 753 00:41:00,320 --> 00:41:02,759 Speaker 1: money on eBay. Man, it makes me wish I had 754 00:41:02,800 --> 00:41:04,680 Speaker 1: held onto my copy and just put a little dirt 755 00:41:04,719 --> 00:41:06,880 Speaker 1: on it and then said, like straight from New Mexico 756 00:41:07,080 --> 00:41:13,839 Speaker 1: may still play. Um yeah, but uh, because granted, psychological 757 00:41:13,840 --> 00:41:17,200 Speaker 1: scars never healed, but the money would have helped, right. Yeah, 758 00:41:17,520 --> 00:41:20,480 Speaker 1: So so that was not the death knell for Atari. 759 00:41:20,880 --> 00:41:23,520 Speaker 1: Some people like to say, but um, I saw one 760 00:41:23,560 --> 00:41:26,560 Speaker 1: writer put it, it may have been the final straw. Yeah, 761 00:41:26,640 --> 00:41:29,160 Speaker 1: I think. I think it's a great thing to point 762 00:41:29,160 --> 00:41:32,160 Speaker 1: out as a symbol of the issues that were that 763 00:41:32,239 --> 00:41:34,959 Speaker 1: came about with the video game crash. But that's way 764 00:41:35,000 --> 00:41:38,200 Speaker 1: more complex. Also, this two we're talking about the video 765 00:41:38,200 --> 00:41:41,040 Speaker 1: game crash happened in eight three. Yes, two big flops 766 00:41:41,040 --> 00:41:43,440 Speaker 1: though with pac Man and et and a lot of money. 767 00:41:43,719 --> 00:41:48,440 Speaker 1: You know, if Atari hadn't a squandered money elsewhere, they 768 00:41:48,440 --> 00:41:51,200 Speaker 1: could have survived the financial impact of both of these flops, 769 00:41:51,680 --> 00:41:54,319 Speaker 1: and they didn't themselves kill it off. On top of that, 770 00:41:54,360 --> 00:41:58,200 Speaker 1: we have the added problem that Atari was trying to 771 00:41:58,239 --> 00:42:01,040 Speaker 1: push a news system on to the market, the Atari 772 00:42:01,200 --> 00:42:05,840 Speaker 1: fifty two hundred super system coming out. It was based 773 00:42:05,840 --> 00:42:08,840 Speaker 1: off the four hundred slash eight hundred line of Atari computers. 774 00:42:09,360 --> 00:42:12,960 Speaker 1: The controllers had a joystick and a number pad. They 775 00:42:12,960 --> 00:42:17,640 Speaker 1: were big and hard to use, and they broke pretty easily. 776 00:42:18,000 --> 00:42:21,560 Speaker 1: But the joystick was interesting. Like the old uh Atari 777 00:42:21,640 --> 00:42:25,759 Speaker 1: joysticks were eight point analog joysticks UM, which meant that 778 00:42:26,160 --> 00:42:28,560 Speaker 1: it could only detect if the joystick was pressing down 779 00:42:28,560 --> 00:42:31,040 Speaker 1: on any of those eight points. This one was a 780 00:42:31,120 --> 00:42:34,319 Speaker 1: three hundred sixty degree analog joystick, giving you much more 781 00:42:34,360 --> 00:42:37,239 Speaker 1: precise control. But it was also non centering. There was 782 00:42:37,280 --> 00:42:39,480 Speaker 1: no spring to have it moved back to the center. Yeah, 783 00:42:39,480 --> 00:42:41,839 Speaker 1: they had a lot of problems with the joystick. Yeah, 784 00:42:41,840 --> 00:42:44,360 Speaker 1: and apparently Atari um had so many problems with the 785 00:42:44,400 --> 00:42:48,439 Speaker 1: joystick while the game was released. In release, they they 786 00:42:48,480 --> 00:42:51,120 Speaker 1: tried and reshipped like I don't know how many versions 787 00:42:51,120 --> 00:42:54,000 Speaker 1: of the joystick, like six or eight different versions. Well, 788 00:42:54,000 --> 00:42:57,839 Speaker 1: and on top of that, it couldn't play games. So 789 00:42:58,080 --> 00:43:00,320 Speaker 1: if if you are a really big deal, if you 790 00:43:00,400 --> 00:43:02,520 Speaker 1: had your library of games, I mean we all we 791 00:43:03,160 --> 00:43:07,120 Speaker 1: anyone who plays video games knows about issues with backwards compatibility. 792 00:43:07,520 --> 00:43:09,960 Speaker 1: We love it when a system is backwards compatible with 793 00:43:10,000 --> 00:43:12,920 Speaker 1: earlier systems, and we hate it when it's not, because 794 00:43:13,320 --> 00:43:17,400 Speaker 1: you spend all this money accruing a library of games 795 00:43:18,160 --> 00:43:20,560 Speaker 1: and you don't you know, you only have so many 796 00:43:20,600 --> 00:43:23,080 Speaker 1: options to hook things up to your TV. You don't 797 00:43:23,120 --> 00:43:28,080 Speaker 1: want to negate all that. So another blow against it 798 00:43:28,120 --> 00:43:31,719 Speaker 1: was that the games, in large part, we're just updates 799 00:43:31,719 --> 00:43:35,000 Speaker 1: of games, So you have to buy the same game twice, 800 00:43:35,080 --> 00:43:37,719 Speaker 1: you have to buy a new which people who buy 801 00:43:37,719 --> 00:43:39,680 Speaker 1: who have the Xbox One are probably laughing right now 802 00:43:39,719 --> 00:43:42,520 Speaker 1: because that's what's happening over there. Also the PS four. 803 00:43:42,960 --> 00:43:44,160 Speaker 1: Several of the games that have come out for the 804 00:43:44,200 --> 00:43:47,000 Speaker 1: PS four and the Xbox One over the last year 805 00:43:47,080 --> 00:43:51,160 Speaker 1: or so have been a remasters of games that came 806 00:43:51,160 --> 00:43:53,480 Speaker 1: out for the previous systems, like Grand Theft Auto five 807 00:43:53,560 --> 00:43:58,759 Speaker 1: is coming out this year for the Xbox One. Um well, 808 00:43:58,800 --> 00:44:03,120 Speaker 1: they're higher quality graphics. Sometimes there's also some added gameplay elements, 809 00:44:03,120 --> 00:44:05,480 Speaker 1: so it's not the exact same game. It is an enhancement. 810 00:44:06,040 --> 00:44:08,240 Speaker 1: But it does mean that if you had an Xbox 811 00:44:08,280 --> 00:44:10,399 Speaker 1: three sixty and a copy of Grand Theft Auto five, 812 00:44:11,080 --> 00:44:14,080 Speaker 1: now are you going to go and purchase a Grand 813 00:44:14,080 --> 00:44:17,160 Speaker 1: Theft Auto five for your Xbox One, because even with 814 00:44:17,320 --> 00:44:20,480 Speaker 1: the enhancements, there's something in your brain that's saying, you 815 00:44:20,560 --> 00:44:24,479 Speaker 1: bought this once already, you know, like, you know, yeah, 816 00:44:24,480 --> 00:44:26,359 Speaker 1: I might have more stuff in it, but you still 817 00:44:26,400 --> 00:44:29,160 Speaker 1: did buy it already. H. This was also the year 818 00:44:29,200 --> 00:44:32,440 Speaker 1: when Pitfall came out, so insult to injury for Atari 819 00:44:32,480 --> 00:44:35,880 Speaker 1: because you're having all these issues and and meanwhile Activision 820 00:44:35,880 --> 00:44:39,960 Speaker 1: puts out Pitfall. Also, j Minor, who designed the Atari 821 00:44:40,040 --> 00:44:43,640 Speaker 1: eight hundred chips set, left Attari to design a new 822 00:44:43,680 --> 00:44:48,040 Speaker 1: computer called the Amiga, which was based off similar chip 823 00:44:48,120 --> 00:44:50,680 Speaker 1: set idea um and that was originally going to be 824 00:44:50,719 --> 00:44:53,160 Speaker 1: a video game console but was reimagined as a general 825 00:44:53,200 --> 00:44:59,800 Speaker 1: purpose computer. Because now we're the video game market comes 826 00:45:00,200 --> 00:45:04,320 Speaker 1: rashing down, especially the home video game market, specifically the 827 00:45:04,360 --> 00:45:06,799 Speaker 1: home video game market, and tech Stuff did a full 828 00:45:06,920 --> 00:45:10,719 Speaker 1: episode on the Great Video Game Crash. UH. We're still 829 00:45:10,719 --> 00:45:13,560 Speaker 1: going to talk about some because obviously it was monumentally 830 00:45:13,640 --> 00:45:17,760 Speaker 1: important in the history of Atari. Part of the issue 831 00:45:17,840 --> 00:45:21,120 Speaker 1: was that you had this enormous number of crappy games 832 00:45:21,160 --> 00:45:26,560 Speaker 1: coming from all these third party UH companies. Plus Atari 833 00:45:26,680 --> 00:45:29,239 Speaker 1: had already made some really bad first party games like 834 00:45:29,400 --> 00:45:33,640 Speaker 1: the Pac Man version and the et game so well, 835 00:45:33,680 --> 00:45:36,560 Speaker 1: not only that, and not just the games, but there were, um, 836 00:45:36,680 --> 00:45:40,000 Speaker 1: there was console were I mean, if you look at 837 00:45:40,000 --> 00:45:43,160 Speaker 1: the the list of the console games that came out 838 00:45:44,120 --> 00:45:47,200 Speaker 1: that were just barely even made a register in the market. 839 00:45:48,000 --> 00:45:50,640 Speaker 1: H it was just it was flooded with it. You know, 840 00:45:50,640 --> 00:45:53,359 Speaker 1: it's just a glood of bad games, bad consoles. Yeah, yeah, 841 00:45:53,440 --> 00:45:55,319 Speaker 1: I mean, you know, we talked about the Intellivision, the 842 00:45:55,320 --> 00:45:59,719 Speaker 1: Click of Vision, and the Atari twenty. There were a 843 00:45:59,719 --> 00:46:02,840 Speaker 1: lot of other consoles that hit the market because everyone 844 00:46:02,920 --> 00:46:05,279 Speaker 1: saw this as a way to make huge amounts of money. 845 00:46:05,320 --> 00:46:09,160 Speaker 1: I mean, Atari had proven that this was a multimillion 846 00:46:09,200 --> 00:46:11,920 Speaker 1: dollar industry and everyone wanted a piece of that. But 847 00:46:11,960 --> 00:46:15,879 Speaker 1: the problem was now you had a glut of consoles 848 00:46:15,880 --> 00:46:18,120 Speaker 1: and games. It was there was confusion in the marketplace. 849 00:46:18,120 --> 00:46:22,120 Speaker 1: I mean, imagine Chuck for a moment, your parents going 850 00:46:22,200 --> 00:46:25,800 Speaker 1: to the toy store and thinking, this is the game 851 00:46:25,840 --> 00:46:28,560 Speaker 1: he wants, and it says in television across the top, 852 00:46:28,640 --> 00:46:32,120 Speaker 1: not Atari, and they buy it, not knowing that this 853 00:46:32,280 --> 00:46:35,560 Speaker 1: was for a totally different game console system. I mean 854 00:46:35,560 --> 00:46:38,000 Speaker 1: it was and only that we had all these elements, 855 00:46:38,320 --> 00:46:42,759 Speaker 1: you also had the burgeoning personal computer market. Yeah, that's 856 00:46:42,760 --> 00:46:47,040 Speaker 1: the thing. It wasn't like the home tech was was 857 00:46:47,200 --> 00:46:50,440 Speaker 1: bottoming out. Computers were more popular than ever, and they 858 00:46:50,480 --> 00:46:53,799 Speaker 1: started to market. Hey, you can play games and do 859 00:46:53,960 --> 00:46:56,560 Speaker 1: home computing on these things, So why just get this 860 00:46:56,880 --> 00:46:58,960 Speaker 1: console that just plays games? You can this is going 861 00:46:59,040 --> 00:47:00,520 Speaker 1: to be the thing of the past. Actually, you can 862 00:47:00,560 --> 00:47:03,520 Speaker 1: get this thing that lets lets your kids waste hours 863 00:47:03,560 --> 00:47:05,920 Speaker 1: and hours staring at the TV as they move a 864 00:47:05,960 --> 00:47:09,040 Speaker 1: little dot around. Or you could get our thing which 865 00:47:09,080 --> 00:47:10,680 Speaker 1: lets the play games that they want to, but it 866 00:47:10,760 --> 00:47:13,960 Speaker 1: also lets them do their homework and you can do 867 00:47:14,040 --> 00:47:17,120 Speaker 1: your taxes and all this kind of stuff. And I 868 00:47:17,160 --> 00:47:20,600 Speaker 1: mean it was a very compelling argument. So this combination 869 00:47:20,680 --> 00:47:24,120 Speaker 1: of events caused the market to just bottom out. You 870 00:47:24,200 --> 00:47:29,560 Speaker 1: had stories of games discounting, or stores like toy stores 871 00:47:29,600 --> 00:47:32,520 Speaker 1: discounting games putting them in bargain bins where you get, like, 872 00:47:32,960 --> 00:47:36,120 Speaker 1: you know, a dollar or two bucks to pick up 873 00:47:36,160 --> 00:47:40,280 Speaker 1: these cartridges. So was I quality was not an issue? 874 00:47:40,280 --> 00:47:45,799 Speaker 1: I was like, I want quantity you all right? Well 875 00:47:45,840 --> 00:47:47,560 Speaker 1: you know that was I mowed the lawn for that. 876 00:47:48,560 --> 00:47:50,800 Speaker 1: The lawn will regrow and I will mow it again. 877 00:47:51,520 --> 00:47:57,960 Speaker 1: Um and uh. Also, Atari made another dumb mistake, which 878 00:47:58,400 --> 00:48:01,759 Speaker 1: I can't completely blame them for. Alright, So there were 879 00:48:01,800 --> 00:48:05,600 Speaker 1: some issues that happened, the video game crash, the ET Plan, 880 00:48:05,719 --> 00:48:08,480 Speaker 1: the pac Man Plan. There was also supposedly some questionable 881 00:48:08,560 --> 00:48:12,319 Speaker 1: stock dealings that led Attari to the border directions to 882 00:48:12,520 --> 00:48:16,080 Speaker 1: fire the CEO, Ray Kassar. Yeah, and I don't know 883 00:48:16,120 --> 00:48:18,919 Speaker 1: if Kassar was. He had not made the best moves 884 00:48:18,960 --> 00:48:22,520 Speaker 1: for that company anyway, So it wasn't like Bushnell leaving, 885 00:48:23,239 --> 00:48:26,600 Speaker 1: but um it was. It definitely made the company unstable. Yeah, 886 00:48:26,680 --> 00:48:29,640 Speaker 1: so he was pushed out. A guy named James J. 887 00:48:29,800 --> 00:48:32,879 Speaker 1: Morgan would take over as CEO. But here was something 888 00:48:32,880 --> 00:48:36,600 Speaker 1: else that was going on behind the scenes, EDITORI that 889 00:48:36,719 --> 00:48:42,520 Speaker 1: could have totally helped the company coast through the video 890 00:48:42,560 --> 00:48:45,880 Speaker 1: game crash and rise to new heights. There was a 891 00:48:45,880 --> 00:48:50,720 Speaker 1: company in Japan, company that started out selling playing cards. 892 00:48:51,160 --> 00:48:54,920 Speaker 1: That's how it started. It made a game console in 893 00:48:55,000 --> 00:49:00,319 Speaker 1: Japan referred to as the fami Com. We know it 894 00:49:00,320 --> 00:49:05,080 Speaker 1: as the Nintendo Entertainment System. In a nineteen three, Nintendo 895 00:49:05,120 --> 00:49:08,279 Speaker 1: and Atari were in talks for Atari to be the 896 00:49:08,360 --> 00:49:13,520 Speaker 1: United States distributor of the Famicom Entertainment System. They said, well, 897 00:49:13,560 --> 00:49:16,719 Speaker 1: we'll keep Japan Yeah, Atari's big over there. You guys 898 00:49:16,880 --> 00:49:18,960 Speaker 1: do a great job. Let's partner up. Yeah, you can 899 00:49:19,000 --> 00:49:21,680 Speaker 1: put your branding on it. We'll have it all planned 900 00:49:21,680 --> 00:49:25,200 Speaker 1: out to be a partnership and Nintendo was moving forward 901 00:49:25,280 --> 00:49:27,640 Speaker 1: with our Atari and Nintendo were moving forward with this, 902 00:49:28,239 --> 00:49:31,120 Speaker 1: but there are a couple of things that caused some hiccups. 903 00:49:31,120 --> 00:49:34,240 Speaker 1: One of them was that Kaliko was shipping the Clico 904 00:49:34,400 --> 00:49:38,399 Speaker 1: Vision with Donkey Kong. Donkey Kong is a Nintendo game, 905 00:49:38,440 --> 00:49:41,560 Speaker 1: and under this agreement, this partnership agreement, Attari was supposed 906 00:49:41,600 --> 00:49:46,319 Speaker 1: to get exclusive rights to Nintendo games, and so the 907 00:49:46,360 --> 00:49:50,200 Speaker 1: fact that a Nintendo game was appearing on a Collico 908 00:49:50,320 --> 00:49:55,399 Speaker 1: product caused this deal to slow down. Meanwhile, Kassar, who 909 00:49:55,440 --> 00:49:57,759 Speaker 1: was kind of the moving force of this deal, this 910 00:49:57,840 --> 00:50:02,360 Speaker 1: could have been his redemption. He's fired. Now there's no 911 00:50:02,360 --> 00:50:04,279 Speaker 1: one at the ship who was actually in charge of 912 00:50:04,320 --> 00:50:08,319 Speaker 1: this deal. And yeah, and there's no one for them 913 00:50:08,360 --> 00:50:10,480 Speaker 1: to talk to anymore. So they said, you know what, 914 00:50:11,120 --> 00:50:14,399 Speaker 1: we're gonna try this ourselves. We're gonna work on this 915 00:50:14,600 --> 00:50:16,040 Speaker 1: and in a couple of years, we're gonna launch in 916 00:50:16,040 --> 00:50:18,759 Speaker 1: the United States under our own brand name. And that's 917 00:50:18,800 --> 00:50:22,480 Speaker 1: what they did. But with just a couple of changes 918 00:50:22,480 --> 00:50:27,960 Speaker 1: in history. Atari could have been Nintendo Nintendo. Yeah, it 919 00:50:27,960 --> 00:50:31,680 Speaker 1: could have been the Atari Entertainment System. And uh and 920 00:50:31,719 --> 00:50:34,280 Speaker 1: by the way, the reason it's called the entertainment system 921 00:50:34,600 --> 00:50:37,640 Speaker 1: is because by that point Nintendo had seen the video 922 00:50:37,680 --> 00:50:40,160 Speaker 1: game market crashed and there was now this kind of 923 00:50:40,200 --> 00:50:42,640 Speaker 1: stigma against video games. So they said, let's call it 924 00:50:42,680 --> 00:50:45,600 Speaker 1: an entertainment system. We won't call it a video game system, 925 00:50:45,719 --> 00:50:48,279 Speaker 1: and we'll make it look very you know, boxy and 926 00:50:49,320 --> 00:50:51,400 Speaker 1: r Yeah, and it'll sit on the shelf and your 927 00:50:51,400 --> 00:50:53,480 Speaker 1: parents won't mind it. It It won't look like some crazy 928 00:50:53,520 --> 00:50:57,680 Speaker 1: game and very savvy move. As it turns out, Nintendo 929 00:50:57,760 --> 00:51:02,080 Speaker 1: made all the right decisions there, so really rough times 930 00:51:02,120 --> 00:51:05,319 Speaker 1: for a Torii. Um. And this is also when the 931 00:51:05,480 --> 00:51:09,800 Speaker 1: arcade branch of Atari released the licensed first person space 932 00:51:09,840 --> 00:51:13,600 Speaker 1: simulator game. That's my favorite arcade game of all time, Chuck, 933 00:51:13,640 --> 00:51:16,600 Speaker 1: what do you think it is? Oh? Gee, I don't know. 934 00:51:16,840 --> 00:51:21,000 Speaker 1: It's a first person game. First person it's a space setting, 935 00:51:22,040 --> 00:51:29,319 Speaker 1: vector graphics, voices from a movie. Yes, my favorite arcade game, 936 00:51:29,360 --> 00:51:33,040 Speaker 1: Real Time Star Wars. Yeah, you know, I didn't. Oddly enough, 937 00:51:33,200 --> 00:51:36,120 Speaker 1: I didn't play that that much. I if I found 938 00:51:36,120 --> 00:51:39,680 Speaker 1: an arcade that had the cockpit version where you sat 939 00:51:39,760 --> 00:51:43,360 Speaker 1: down and you held onto that yoke and the music 940 00:51:43,400 --> 00:51:46,040 Speaker 1: would come up. And you know, keep in mind, guys, 941 00:51:46,120 --> 00:51:50,040 Speaker 1: this is not like orchestra level music, but it sounded 942 00:51:50,120 --> 00:51:54,520 Speaker 1: good at the times, and it actually had the voices 943 00:51:54,560 --> 00:51:56,320 Speaker 1: of the actors in there too. You would hear Obi 944 00:51:56,400 --> 00:51:59,000 Speaker 1: Wan say the Force will be with you always, right. 945 00:52:00,440 --> 00:52:05,120 Speaker 1: I loved this game without reservation, my favorite game of 946 00:52:05,120 --> 00:52:08,680 Speaker 1: all time. If I could actually find a version of this, 947 00:52:09,400 --> 00:52:12,759 Speaker 1: I would buy it for you. Yeah. The hardest thing 948 00:52:12,800 --> 00:52:15,000 Speaker 1: would be talking to my wife and saying, you know, 949 00:52:15,000 --> 00:52:16,840 Speaker 1: where are we gonna put this in the limited space 950 00:52:16,840 --> 00:52:18,360 Speaker 1: in our house. I know it would have to go 951 00:52:18,400 --> 00:52:20,399 Speaker 1: in my office. I just don't know how I would 952 00:52:20,440 --> 00:52:22,719 Speaker 1: make room in their room. I would make room. I 953 00:52:22,719 --> 00:52:24,640 Speaker 1: couldn't get the cockpit version. That would be way too big. 954 00:52:24,680 --> 00:52:26,080 Speaker 1: I'd have to get the stand up version. But hey, 955 00:52:26,120 --> 00:52:27,719 Speaker 1: if you've got a stand up cabinet version of Star 956 00:52:27,760 --> 00:52:29,920 Speaker 1: Wars you're looking to unload and it works, let me know, 957 00:52:30,560 --> 00:52:34,320 Speaker 1: or let Chuck know, because he's gonna buy it foray Um. Also, 958 00:52:36,040 --> 00:52:39,520 Speaker 1: two other games would get Atari to release them in Europe, 959 00:52:39,520 --> 00:52:41,920 Speaker 1: not in the United States. The United States a different distributor. 960 00:52:42,280 --> 00:52:44,840 Speaker 1: But there were two other games that were really important 961 00:52:44,840 --> 00:52:49,479 Speaker 1: in the history of video games, dragons Layer and Space Ace. Yeah. 962 00:52:49,560 --> 00:52:52,360 Speaker 1: Dragons Layer, remember was that was the first game that 963 00:52:52,520 --> 00:52:55,759 Speaker 1: used um laser disc. Yeah, it was. It was the graphics. 964 00:52:56,640 --> 00:52:59,719 Speaker 1: It was animated cart Yeah. Don Bluth did all the animation. 965 00:53:00,480 --> 00:53:02,600 Speaker 1: He was a Disney animator for a long time, worked 966 00:53:02,600 --> 00:53:05,799 Speaker 1: on Oliver and Company and other game movies. Also did 967 00:53:05,920 --> 00:53:09,359 Speaker 1: uh five Old the five Old movies like American Tale those. Yeah. 968 00:53:09,400 --> 00:53:12,440 Speaker 1: The gameplay I remember wasn't great though, because you couldn't 969 00:53:12,440 --> 00:53:16,600 Speaker 1: really control live wasn't Didn't You make moves and then 970 00:53:16,600 --> 00:53:18,560 Speaker 1: it would play it out. Yeah. The way the way 971 00:53:18,600 --> 00:53:20,879 Speaker 1: it would work is there would be a moment where 972 00:53:21,000 --> 00:53:24,279 Speaker 1: you had to put in a command, whether it was left, right, up, 973 00:53:24,320 --> 00:53:27,720 Speaker 1: down or sword swing whatever. Uh, And if you didn't 974 00:53:27,719 --> 00:53:30,880 Speaker 1: do it at the exact time the right move, you died, 975 00:53:31,280 --> 00:53:33,279 Speaker 1: and if you did you would progress to the next 976 00:53:33,280 --> 00:53:35,640 Speaker 1: scene and it was essentially play out like yeah, I 977 00:53:35,640 --> 00:53:38,759 Speaker 1: remember now. I remember thinking, man, that looks amazing when 978 00:53:38,840 --> 00:53:41,040 Speaker 1: me put my quarter in and then saying this sucks 979 00:53:41,040 --> 00:53:43,319 Speaker 1: and going to play like right, well, you'd you'd put 980 00:53:43,320 --> 00:53:46,320 Speaker 1: your your four quarters then right because that was really expensible. 981 00:53:46,360 --> 00:53:47,719 Speaker 1: It was either I think it actually might have been 982 00:53:47,719 --> 00:53:49,600 Speaker 1: the first game to go fifty cents. Well it was. 983 00:53:49,719 --> 00:53:52,520 Speaker 1: It was tokens at the time. I remember you would 984 00:53:52,800 --> 00:53:55,520 Speaker 1: go on Tuesdays to battle Zone and you would get 985 00:53:55,840 --> 00:53:58,279 Speaker 1: like twenty tokens for a dollar. I remember what was it? 986 00:53:58,400 --> 00:54:01,320 Speaker 1: The good deal going? Was the one the gold nuggets 987 00:54:01,320 --> 00:54:04,600 Speaker 1: something like that. There was there was one that there 988 00:54:04,640 --> 00:54:07,479 Speaker 1: was I think it was a Gwynette actually, um because 989 00:54:07,520 --> 00:54:11,400 Speaker 1: oh oh no, Northlake Mall had the the gold Mine, 990 00:54:11,520 --> 00:54:13,920 Speaker 1: gold Mine, that's it. Gold Mine. That was one of 991 00:54:13,920 --> 00:54:17,960 Speaker 1: the great mall arcades. Yeah, in Atlanta, and then Fantastic. Well, 992 00:54:18,000 --> 00:54:20,920 Speaker 1: you know what we is gonna be a three partner. 993 00:54:20,920 --> 00:54:22,839 Speaker 1: It's gonna be a three partner. We we talked about 994 00:54:22,840 --> 00:54:24,759 Speaker 1: the possibility of it being a three partner in the game. 995 00:54:25,040 --> 00:54:29,200 Speaker 1: And we are now fifty five minutes in and we 996 00:54:29,280 --> 00:54:32,319 Speaker 1: still have the rest of atari. We we just hit three. 997 00:54:32,360 --> 00:54:35,480 Speaker 1: But here's here's the good news, folks. From to the 998 00:54:35,480 --> 00:54:38,719 Speaker 1: present day, a lot of stuff happens, but we don't 999 00:54:38,760 --> 00:54:41,160 Speaker 1: have a whole lot to say about each individual part. 1000 00:54:41,520 --> 00:54:43,920 Speaker 1: We just have to explain what goes on from a 1001 00:54:43,960 --> 00:54:46,920 Speaker 1: corporate level. But I think we can clearly say that 1002 00:54:46,960 --> 00:54:51,680 Speaker 1: the video game crash. If you don't consider Bushnell selling 1003 00:54:51,960 --> 00:54:54,960 Speaker 1: Atari to Warner as being its first death, this has 1004 00:54:55,080 --> 00:54:57,440 Speaker 1: got to be the first death because the company was 1005 00:54:57,719 --> 00:55:02,879 Speaker 1: absolutely devastated by this. The arcade business was still going 1006 00:55:02,960 --> 00:55:06,839 Speaker 1: fairly well, but the home video game market completely bottomed out. 1007 00:55:07,320 --> 00:55:11,520 Speaker 1: I hope you enjoyed that continuation of the Atari story. Uh, 1008 00:55:11,680 --> 00:55:13,239 Speaker 1: there are a lot of parts of the story that 1009 00:55:13,320 --> 00:55:16,560 Speaker 1: I think I would actually amend now, But the reason 1010 00:55:16,719 --> 00:55:19,400 Speaker 1: why I wanted to present it is because I had 1011 00:55:19,440 --> 00:55:21,319 Speaker 1: a lot of fun working on these episodes back in 1012 00:55:21,360 --> 00:55:24,440 Speaker 1: two thousand fifteen and really wanted to present them again. 1013 00:55:24,680 --> 00:55:27,200 Speaker 1: But yeah, if you want to listen to more of 1014 00:55:27,239 --> 00:55:30,719 Speaker 1: this after next week's part three, then I do recommend 1015 00:55:30,800 --> 00:55:33,120 Speaker 1: checking out the more recent episode I did about the 1016 00:55:33,200 --> 00:55:39,200 Speaker 1: video game Crash, of which heavily ties into Atri's history 1017 00:55:39,239 --> 00:55:42,279 Speaker 1: as well. But if you have suggestions for topics I 1018 00:55:42,320 --> 00:55:45,839 Speaker 1: should cover in future episodes of tech Stuff, please reach 1019 00:55:45,880 --> 00:55:47,719 Speaker 1: out to me. You can do so on Twitter. The 1020 00:55:47,760 --> 00:55:50,000 Speaker 1: handle for the show is tech Stuff H s W. 1021 00:55:50,600 --> 00:55:59,000 Speaker 1: I'll talk to you again really soon. Tex Stuff is 1022 00:55:59,000 --> 00:56:02,200 Speaker 1: an I Heart Radio production. For more podcasts from I 1023 00:56:02,280 --> 00:56:05,919 Speaker 1: Heart Radio, visit the I heart Radio app, Apple podcasts, 1024 00:56:06,000 --> 00:56:12,520 Speaker 1: or wherever you listen to your favorite shows. H