WEBVTT - TechStuff Classic: The Rise and Fall of Atari: Part Two

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<v Speaker 1>Welcome to tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland, EMIT executive producer with iHeart Radio and I

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<v Speaker 1>love all things tech. One of these days, I'm just

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<v Speaker 1>gonna make that one unintelligible rant. I mean it's pretty

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<v Speaker 1>close already. Right. Anyway, it is time for a tech

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<v Speaker 1>Stuff Classic episode. We are going to continue the story

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<v Speaker 1>that we started last week with the last classic episode.

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<v Speaker 1>So this week's episode is titled The Rise and Fall

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<v Speaker 1>of Atari, Part two. Part one was last week. This

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<v Speaker 1>episode originally published on March fourth, two thousand and fifteen.

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<v Speaker 1>Hope you enjoy so nineteen seven this we were teasing

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<v Speaker 1>it at the end of the last episode. This is

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<v Speaker 1>when Atari releases The Revolutionary And I mean that sincerely.

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<v Speaker 1>I am not being Archy Revolutionary Atari Video Computer System

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<v Speaker 1>a k A. The Atari VCS a k A. Yeah,

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<v Speaker 1>and where I didn't even know, but I saw that

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<v Speaker 1>you research where the name from. Yeah. So all right,

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<v Speaker 1>when you're a company and you make stuff, you give

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<v Speaker 1>units part names. Right, So like in a hardware store,

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<v Speaker 1>you might have a typical, like a type of screw

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<v Speaker 1>of a certain length that's a Phillip's head screw, and

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<v Speaker 1>to describe the whole thing would take you like five

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<v Speaker 1>lines of text because you're talking about the length, the

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<v Speaker 1>type of screw head, you know, how how close the

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<v Speaker 1>treads are, or you could just give it a part

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<v Speaker 1>name and then you say, I need fifteen of hc

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<v Speaker 1>X blah blah blah blah blah. Well, the part name

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<v Speaker 1>for the this unit, this this system was the c

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<v Speaker 1>X to six hundred. So they just said, all right,

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<v Speaker 1>we're just gonna call it the AY because it sounds,

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<v Speaker 1>you know, futuristic. Yeah, whereas the rest of us are thinking,

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<v Speaker 1>like where we're atari is one? I always thought that, yeah,

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<v Speaker 1>so this this is just an identifier that that makes

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<v Speaker 1>it easy to refer to a part. Now in this case,

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<v Speaker 1>it just made a really compelling sounding device. Uh. And

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<v Speaker 1>it goes on sale in the United States for a

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<v Speaker 1>hundred ninety nine on the low end. The high end

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<v Speaker 1>was to twenty nine. Sure it chipped with two joysticks,

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<v Speaker 1>I guess the two nine version came with the paddles.

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<v Speaker 1>I guess. So I had that. I had the paddles, Yeah,

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<v Speaker 1>I had the paddles to there's no other way to

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<v Speaker 1>play breakout properly without paddles. Um and uh. It came

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<v Speaker 1>with Combat. Yeah, it came with one game, which was

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<v Speaker 1>really I can't remember actually how many variations there were, right,

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<v Speaker 1>because they had the tanks, they had the airplane jets.

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<v Speaker 1>I told you in the last episode. My brother and

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<v Speaker 1>I were playing Combat last week at his house on

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<v Speaker 1>and we were kind of cracking up at um. You know, like,

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<v Speaker 1>here's one version where it's the two tanks, and then

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<v Speaker 1>the next version is it's the same thing, but they're invisible,

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<v Speaker 1>and the next version is it's the same thing, but

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<v Speaker 1>the bullets bounced off the wall. So that was my

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<v Speaker 1>favorite one. Yeah, where you could bank shots into each

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<v Speaker 1>other and or you could hit yourself. Oh I didn't. Yeah,

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<v Speaker 1>if you if you bake it, if you bank it

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<v Speaker 1>so that it it bounces back and hit goes through

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<v Speaker 1>your tank and it could actually hit yourself and that

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<v Speaker 1>was really fun. Yeah. And then of course they had

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<v Speaker 1>the air combat games of you know, you could be

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<v Speaker 1>fighter pilots, or you could be biplanes, you could be

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<v Speaker 1>that giant whatever that was. And there were clouds in

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<v Speaker 1>some versions you fly behind clouds, not in other versions.

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<v Speaker 1>So they managed to really Milk Combat for many, many

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<v Speaker 1>different versions of essentially the same game. Yeah, And as

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<v Speaker 1>I recall, the way you would play that is there

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<v Speaker 1>were physical switches on the Atari itself that you you

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<v Speaker 1>could manipulate and get different versions as well. It was

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<v Speaker 1>there one that was it Like, it wasn't a menu system, right,

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<v Speaker 1>it was it was a menu. It was a toggle

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<v Speaker 1>on the front of the game, just toggle through the

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<v Speaker 1>different versions, which is kind of interesting. Like it was

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<v Speaker 1>the actual console itself that had physical switches in the

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<v Speaker 1>upper down position, and that's how you could determine which

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<v Speaker 1>version you were playing. And um, yeah, so those days

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<v Speaker 1>of having video screen with the menu where it's like start,

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<v Speaker 1>load game, save game didn't exist. And and once that game,

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<v Speaker 1>like we mentioned in the previous episode, once you turn

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<v Speaker 1>that console off, all that information disappears because it's only

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<v Speaker 1>in read only memory. That's right. And I think any

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<v Speaker 1>of us that got three quarters of the way through

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<v Speaker 1>Raiders of the Lost Art and someone accidentally flicked the

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<v Speaker 1>reset switch, bad. Yeah, oh man, And that and that

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<v Speaker 1>game was one of the most complicated Atari games that

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<v Speaker 1>I can recall. And what we're talking about it Yeah,

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<v Speaker 1>we'll save that, we'll save it. We'll we'll talk on

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<v Speaker 1>our reflections of some of our favorite games later on.

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<v Speaker 1>But technically the system was ready for shipping a year

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<v Speaker 1>before it came out, but Atari sat on it. And

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<v Speaker 1>the reason they sat on it was because of something

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<v Speaker 1>we mentioned in the last episode that that big agreement

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<v Speaker 1>they had with Magnavox. Part of that agreement was they

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<v Speaker 1>would give Magnavox the rights to anything Attari produced within

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<v Speaker 1>that year, and so they thought, well, if we wait

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<v Speaker 1>a little longer, we don't, Yeah, we won't give them

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<v Speaker 1>the rights to the all will retain them ourselves. So

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<v Speaker 1>they sat on it and released it a year late.

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<v Speaker 1>And originally they were only going to create ten titles

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<v Speaker 1>for this thing. They thought that the market for it

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<v Speaker 1>would be something that would last two or three years,

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<v Speaker 1>and they would just produce it for that before moving

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<v Speaker 1>on to something else, and therefore you would have more

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<v Speaker 1>flexibility because you could switch out titles. But they thought, well,

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<v Speaker 1>there's there's no real market here. We're not gonna go

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<v Speaker 1>beyond that. But some of the programmers started playing around

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<v Speaker 1>with and said, wait a minute, we have the opportunity

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<v Speaker 1>here to make stuff that has never been in the arcades,

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<v Speaker 1>that that could be totally new, groundbreaking. There's a lot

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<v Speaker 1>more potential with this hardware. Like here's where the money is. Yea,

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<v Speaker 1>how about two hundred titles right that you can sell

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<v Speaker 1>for thirty dollars a piece. Yeah, and so they said

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<v Speaker 1>this sounds like a good idea. Well, yeah, but Uhtar

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<v Speaker 1>was not was not a smash hit right out of

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<v Speaker 1>the gate. No. It actually there's a couple of years

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<v Speaker 1>were sort of lackluster because people didn't really get that

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<v Speaker 1>it was more than pong right at first, and one

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<v Speaker 1>of communications didn't really market it well either, So there

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<v Speaker 1>was there was some some downfalls in the market. They

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<v Speaker 1>weren't a video game company, they didn't really know what

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<v Speaker 1>to do with it. And it was expensive. I mean,

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<v Speaker 1>you know, hundred nine dollars that that doesn't sound like

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<v Speaker 1>it's expensive today, but keep in mind we're talking nineteen

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<v Speaker 1>seventies money. You know, that's like more than seven hundred

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<v Speaker 1>bucks for this thing that, at least at first was

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<v Speaker 1>only going to play ten titles. That's not that's not

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<v Speaker 1>a big selling point for someone who's I'm gonna I'm

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<v Speaker 1>gonna shell out the better part of a grand to

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<v Speaker 1>get a machine that can play ten games. Yeah, I

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<v Speaker 1>remember my brother and I how, um, you know how

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<v Speaker 1>you would submit the Christmas list to the to the parents. Yeah, uh,

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<v Speaker 1>here's what Scott wants, here's what Chuck wants. We had

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<v Speaker 1>to share. Um, we had to both go in all

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<v Speaker 1>in on Atari this Christmas. All both of us went

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<v Speaker 1>together is this one item of my parents are like,

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<v Speaker 1>all right, well, you better play it. It's funny because

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<v Speaker 1>I actually got may Atari fairly close to the um

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<v Speaker 1>not not too long before the Great video game Crash,

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<v Speaker 1>which we will get to, which meant that the price

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<v Speaker 1>had actually come down because there was a lot of

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<v Speaker 1>competition in that space pretty early on. Yeah. I wish

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<v Speaker 1>I could remember what year, but um, I don't think

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<v Speaker 1>it was seventy eight, but I bet I bet it

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<v Speaker 1>was eight. Yeah, my I was probably closer for me.

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<v Speaker 1>Uh so in eight that's when Nolan Bushnell leaves Atari. Yeah,

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<v Speaker 1>And we talked a little bit in the last episode

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<v Speaker 1>about the corporate structure at Warners and um, how it

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<v Speaker 1>just did not jib at all with these creative, sort

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<v Speaker 1>of pot smoking hippie the game designers, and um, he

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<v Speaker 1>just got more and more upset and discontented and or

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<v Speaker 1>discontent discontent. He felt discontentment to where he basically tried

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<v Speaker 1>to get himself fired to and he had a huge

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<v Speaker 1>fight with a Warner executive in front of the board

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<v Speaker 1>of directors and that was that. He was told to

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<v Speaker 1>pack his things and go. So he leaves. Um and uh,

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<v Speaker 1>it was a big bummer after that. I mean he

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<v Speaker 1>was already sort of a bummer, but him leaving was

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<v Speaker 1>a very symbolic deal for Atari's sort of the downfall

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<v Speaker 1>of Yeah, some people refer to the sale of Atari

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<v Speaker 1>to Warner as the first quote unquote death of Atari.

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<v Speaker 1>Some people refer to Nolan's departure as the first death.

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<v Speaker 1>But at any rate, they're kind of tired. I think

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<v Speaker 1>it was. It's a big change. I mean, they did

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<v Speaker 1>happen fairly close to one another in time. He didn't

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<v Speaker 1>last long there. Uh, there was a c E. The

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<v Speaker 1>new CEO of Attari is Ray cassaw Are. Yeah, he

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<v Speaker 1>was not well liked, but no developers. No. In fact,

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<v Speaker 1>at least his name would be used for a famous

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<v Speaker 1>Autori title later on. What was it? Yards Revenge? It's

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<v Speaker 1>just Ray backwards, It's pretty yards Revenge. And then apparently, uh,

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<v Speaker 1>Cassar said that's clever. So it must have been a

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<v Speaker 1>few moments where at any rate, al Al Corn, Harry Jenkins,

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<v Speaker 1>and Roger Hector at this time begin to work on

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<v Speaker 1>a handheld electronic game system that used holography as its display.

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<v Speaker 1>So so a holographic display and it was called the Cosmos.

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<v Speaker 1>I haven't heard of that. Yeah, it was a handheld thing.

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<v Speaker 1>It was supposed to have nine games with all the

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<v Speaker 1>game information actually on the device itself, but you would

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<v Speaker 1>switch cartridges out because the cartridges had the information for

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<v Speaker 1>the holographic display. Yeah. I had a Merlin, remember that.

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<v Speaker 1>I do remember the Merlin, a little red. It looked

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<v Speaker 1>like a telephone. Yeah, and then I can't remember the

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<v Speaker 1>name of it. Again. If someone knows this, I know

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<v Speaker 1>you'll right in. It was a really great handheld UM

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<v Speaker 1>that had a dial on the bottom and it was

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<v Speaker 1>about nine inches tall about three inches wide, and I

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<v Speaker 1>had a screen and it had cartridges you load had

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<v Speaker 1>like breakout. I can't remember the name of it, but

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<v Speaker 1>it was really advanced for the time. Yeah. I did

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<v Speaker 1>a tech Stuff episode, a series of them actually about

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<v Speaker 1>a lot of the consoles and handheld consoles that came

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<v Speaker 1>out during this time. UM which was fairly extensive, but

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<v Speaker 1>not exhaustive. We didn't can't cover everything. There's just there's

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<v Speaker 1>a lot of no name ones that sort of came

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<v Speaker 1>and went. Yeah ones that or or they had like, uh,

0:10:40.960 --> 0:10:43.760
<v Speaker 1>you know, a very limited release in South America, and

0:10:44.080 --> 0:10:46.040
<v Speaker 1>they're like three people in the United States who have

0:10:46.160 --> 0:10:49.840
<v Speaker 1>one that kind of thing. Yeah, I can't. I think

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<v Speaker 1>I want to say that they were both named after cats,

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<v Speaker 1>and one of our one of our listeners drew me

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<v Speaker 1>as one of the two cat uh characters you sing this,

0:11:00.520 --> 0:11:03.480
<v Speaker 1>and Lauren was the other one. So I've I've got

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<v Speaker 1>I've got that picture somewhere. Uh. Nineteen seventy nine, one

0:11:07.640 --> 0:11:10.720
<v Speaker 1>of the great arcade games of all time comes out

0:11:10.760 --> 0:11:15.480
<v Speaker 1>from Atari Asteroids. That's right, that's you know, fantastic game,

0:11:16.000 --> 0:11:20.400
<v Speaker 1>addictive gameplay, the one that still holds up. Very challenging still.

0:11:20.559 --> 0:11:24.319
<v Speaker 1>Once you start flying that spaceship around, right because because

0:11:24.320 --> 0:11:27.319
<v Speaker 1>it actually used inertia and momentum, right, you you had

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<v Speaker 1>to actually turn your ship and thrust in the opposite

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<v Speaker 1>direction to stop yourself at the plan ahead. Yeah, the

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<v Speaker 1>asteroids when you would when you shoot them, would break

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<v Speaker 1>apart into different directions, and if you were flying around

0:11:38.440 --> 0:11:40.439
<v Speaker 1>and if you've got going too fast and those asteroids

0:11:40.440 --> 0:11:43.360
<v Speaker 1>you start shooting them, you broke apart into little sticks.

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<v Speaker 1>For they have that little teleport button that you could

0:11:45.679 --> 0:11:48.400
<v Speaker 1>use like once a game and yeah, but that would

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<v Speaker 1>often drop you right in the path of a big asteroid. Yeah,

0:11:50.760 --> 0:11:54.800
<v Speaker 1>it wasn't necessarily a way to to save yourself. We'll

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<v Speaker 1>be back to talk about more of the amazing, amazing

0:11:59.600 --> 0:12:11.280
<v Speaker 1>story of Atari after these brief messages. This is also

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<v Speaker 1>when Atari would release a game for the home game

0:12:14.280 --> 0:12:16.800
<v Speaker 1>market that that Chuck. I think you have a few

0:12:16.840 --> 0:12:19.640
<v Speaker 1>things to say about. It's a little game called Adventure.

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<v Speaker 1>Oh talk about my favorite thing every please do. Let's

0:12:25.400 --> 0:12:30.079
<v Speaker 1>do that. Yes, Adventure was was created by Warren Robinette

0:12:31.280 --> 0:12:35.640
<v Speaker 1>and it I played it yesterday online. Um, had a

0:12:35.679 --> 0:12:42.080
<v Speaker 1>great time. Still holds up, well, maybe it's nostalgia. Playing

0:12:42.120 --> 0:12:44.640
<v Speaker 1>a little little is definitely paying a role. It does

0:12:44.679 --> 0:12:47.000
<v Speaker 1>hold up in a way, though. But when you look

0:12:47.040 --> 0:12:49.960
<v Speaker 1>at it now, and if you're younger, you will scoff

0:12:50.000 --> 0:12:54.440
<v Speaker 1>at the square that represents the night, and the arrow

0:12:54.480 --> 0:12:59.679
<v Speaker 1>that represents a sword, and the ducks that represent the dragons. Um.

0:12:59.720 --> 0:13:02.560
<v Speaker 1>But at the time it was, there was nothing like

0:13:02.600 --> 0:13:07.440
<v Speaker 1>it there. It was the first game that put you. Uh.

0:13:07.559 --> 0:13:11.280
<v Speaker 1>It was the first first person adventure game. Yeah, it's

0:13:11.320 --> 0:13:14.719
<v Speaker 1>the It's considered the first action adventure game ever. It

0:13:15.600 --> 0:13:19.200
<v Speaker 1>spawned a genre of games. Yeah, and but I don't

0:13:19.200 --> 0:13:21.319
<v Speaker 1>think we can get across like when we were kids

0:13:21.360 --> 0:13:25.559
<v Speaker 1>playing this game, we didn't see a square in an arrow.

0:13:26.480 --> 0:13:29.240
<v Speaker 1>We had imagination to go along with it. And it

0:13:29.280 --> 0:13:32.880
<v Speaker 1>sounds corny, but you really did, in your mind's eye

0:13:33.120 --> 0:13:35.960
<v Speaker 1>see the dragon, the red dragon, coming at you, and

0:13:36.000 --> 0:13:37.320
<v Speaker 1>you felt like you were the night and you had

0:13:37.360 --> 0:13:41.439
<v Speaker 1>this great, big sword. So it really played on kids imagination, which, um,

0:13:41.480 --> 0:13:43.240
<v Speaker 1>I mean, I love the games now. Don't get me wrong.

0:13:43.240 --> 0:13:45.480
<v Speaker 1>I'm not saying you should go back and do things

0:13:45.480 --> 0:13:48.080
<v Speaker 1>like this anymore, although there are some games that have

0:13:48.120 --> 0:13:50.680
<v Speaker 1>come out recently that have more of this old school

0:13:51.720 --> 0:13:55.880
<v Speaker 1>feel to it and they're phenomenal. Uh. For example, if

0:13:55.880 --> 0:13:57.959
<v Speaker 1>you want a game that looks like it was made

0:13:57.960 --> 0:13:59.719
<v Speaker 1>back in the early this would be more like in

0:13:59.760 --> 0:14:03.679
<v Speaker 1>the computer game era. Papers Please. Now let me tell

0:14:03.720 --> 0:14:05.959
<v Speaker 1>you what Papers pleases, and you're not going to believe

0:14:05.960 --> 0:14:08.600
<v Speaker 1>that this is a game. In Papers Please. You play

0:14:08.679 --> 0:14:14.439
<v Speaker 1>the part of a border patrol agent who reviews documentation

0:14:14.480 --> 0:14:17.600
<v Speaker 1>of people passing from one Soviet style nation to a

0:14:17.640 --> 0:14:22.760
<v Speaker 1>different Soviet style nation. But it's fantastic and it's done

0:14:22.760 --> 0:14:24.840
<v Speaker 1>in this style, and like I said, it's more of

0:14:24.880 --> 0:14:26.960
<v Speaker 1>a computer game style than the video game, like the

0:14:27.000 --> 0:14:32.200
<v Speaker 1>home video games very retro. But the gameplay is phenomenal,

0:14:32.360 --> 0:14:38.920
<v Speaker 1>The style is perfect, the oppressive Soviet music and and

0:14:39.040 --> 0:14:41.920
<v Speaker 1>uh and game. The writing in the game is fine.

0:14:42.440 --> 0:14:45.720
<v Speaker 1>So we're seeing some people who are kind of going

0:14:45.760 --> 0:14:48.920
<v Speaker 1>back to it, maybe a little later in the development

0:14:48.960 --> 0:14:52.080
<v Speaker 1>cycle and adventure, but they're going back to those basics

0:14:52.120 --> 0:14:55.760
<v Speaker 1>of gameplay is really important and imagination can make up

0:14:55.800 --> 0:14:59.840
<v Speaker 1>for a lot of of what other people would see

0:15:00.080 --> 0:15:01.960
<v Speaker 1>is like a drawback. You know, this idea that the

0:15:02.040 --> 0:15:06.840
<v Speaker 1>graphics are not realistic or or or you know, they

0:15:06.920 --> 0:15:11.440
<v Speaker 1>they're very abstract. These days, I'm seeing more developers say

0:15:11.560 --> 0:15:14.280
<v Speaker 1>that's not a problem. You know, that's something you can

0:15:14.320 --> 0:15:17.760
<v Speaker 1>embrace if the game is good. Yeah, exactly, And an

0:15:17.760 --> 0:15:21.440
<v Speaker 1>Adventure was that. I mean, uh, there are three big

0:15:21.520 --> 0:15:24.440
<v Speaker 1>things that Adventure brought to the table um. There was

0:15:24.480 --> 0:15:28.000
<v Speaker 1>a large space for the first time, I think thirty

0:15:28.120 --> 0:15:30.360
<v Speaker 1>rooms and eight regions. Yeah, you move from screen to

0:15:30.440 --> 0:15:32.400
<v Speaker 1>screen and it would take you into a new region

0:15:32.440 --> 0:15:34.800
<v Speaker 1>with new new things that you had to maneuver around.

0:15:35.440 --> 0:15:37.880
<v Speaker 1>You could pick up objects and drop them and move

0:15:37.920 --> 0:15:40.600
<v Speaker 1>them around and use them and manipulate them. That was

0:15:40.600 --> 0:15:43.040
<v Speaker 1>a new thing one of the time, as I recall well,

0:15:43.080 --> 0:15:45.120
<v Speaker 1>which turned out to be brilliant because it's because of

0:15:45.120 --> 0:15:47.680
<v Speaker 1>the lost ark made things very convoluted, right. Yeah, It

0:15:47.720 --> 0:15:49.920
<v Speaker 1>meant that you didn't have to have an inventory screen.

0:15:50.080 --> 0:15:53.760
<v Speaker 1>All the action could take place within that game, like

0:15:54.120 --> 0:15:55.920
<v Speaker 1>you had to plan out what you needed, like are

0:15:55.960 --> 0:15:57.960
<v Speaker 1>you going to need the sword on that next screen?

0:15:58.120 --> 0:16:00.000
<v Speaker 1>If you don't, do you want to move? The whole

0:16:00.200 --> 0:16:03.080
<v Speaker 1>point of the game was getting the chalice to the

0:16:03.960 --> 0:16:07.880
<v Speaker 1>exactly so you might not need your sword, so dropping

0:16:07.880 --> 0:16:10.040
<v Speaker 1>the sword, moving the chalice further along might be the

0:16:10.040 --> 0:16:12.160
<v Speaker 1>best thing to do. But there was also another element

0:16:12.560 --> 0:16:17.760
<v Speaker 1>that could really mess with you if you yes. The bat. Yeah,

0:16:17.760 --> 0:16:20.080
<v Speaker 1>there was a bat that would fly around and there

0:16:20.080 --> 0:16:24.040
<v Speaker 1>were several levels of difficult from three I think, and

0:16:24.360 --> 0:16:27.560
<v Speaker 1>I think the bat came out of number two. Um,

0:16:27.560 --> 0:16:29.600
<v Speaker 1>but either on level two or three, the bat would

0:16:29.640 --> 0:16:32.080
<v Speaker 1>just fly around and you would be so close to

0:16:32.160 --> 0:16:35.040
<v Speaker 1>getting what you needed, and it took work. This game time,

0:16:35.440 --> 0:16:39.440
<v Speaker 1>there was no timer, which was another genius move. Um,

0:16:39.480 --> 0:16:41.480
<v Speaker 1>And it would take a lot of figuring out to

0:16:41.480 --> 0:16:43.880
<v Speaker 1>to find your way through these mazes and catacombs, and

0:16:44.240 --> 0:16:46.320
<v Speaker 1>sometimes you would have to use this bridge to get

0:16:46.360 --> 0:16:48.760
<v Speaker 1>through a wall, and it was really pretty genius. And

0:16:48.760 --> 0:16:51.720
<v Speaker 1>then the bat would come and steal the things and

0:16:51.760 --> 0:16:54.120
<v Speaker 1>steal the thing you wanted, or occasionally it would fly

0:16:54.160 --> 0:16:57.760
<v Speaker 1>away with like a dragon, which was funny. Yeah. And

0:16:57.800 --> 0:17:00.200
<v Speaker 1>then basically then you had to go on a us

0:17:00.240 --> 0:17:02.480
<v Speaker 1>to find this bat because the bat had the key

0:17:02.520 --> 0:17:06.920
<v Speaker 1>to the Black Castle. Black Castle had you know, Alice exactly,

0:17:06.960 --> 0:17:10.119
<v Speaker 1>So it's it was. It was levels of complexity. Also,

0:17:10.720 --> 0:17:14.399
<v Speaker 1>another really cool thing about Adventure, it's the first video

0:17:14.400 --> 0:17:16.680
<v Speaker 1>game that I know of to have an Easter Egg

0:17:16.680 --> 0:17:19.440
<v Speaker 1>in it. Yeah, it is the first game. I'm reading

0:17:19.480 --> 0:17:22.680
<v Speaker 1>Ready Player one right now. Fantastic. They talk a little

0:17:22.720 --> 0:17:25.600
<v Speaker 1>bit about that. Um, there's actually a game inside Ready

0:17:25.600 --> 0:17:29.040
<v Speaker 1>Player one. Oh really, Yeah, there was this game within

0:17:29.119 --> 0:17:31.359
<v Speaker 1>the book itself that if you figured it out, you

0:17:31.359 --> 0:17:33.800
<v Speaker 1>could win a prize. I can't remember the details. Yeah,

0:17:33.920 --> 0:17:36.040
<v Speaker 1>that's pretty cool. It's actually one of those things where

0:17:36.440 --> 0:17:39.919
<v Speaker 1>they released the information that that there was stuff hidden

0:17:40.119 --> 0:17:42.640
<v Speaker 1>in the book that if you figured it out would

0:17:42.680 --> 0:17:44.639
<v Speaker 1>lead you down a pathway where you could want a

0:17:44.680 --> 0:17:46.679
<v Speaker 1>prize at the end. That's pretty cool. It was a

0:17:46.720 --> 0:17:51.920
<v Speaker 1>neat idea. Yeah, the easter reggon Adventure though at the time,

0:17:51.960 --> 0:17:54.680
<v Speaker 1>and we'll talk about this in a minute, with um

0:17:55.240 --> 0:17:58.360
<v Speaker 1>developers not getting credit, they didn't get credit at the time,

0:17:58.359 --> 0:18:02.120
<v Speaker 1>and so he hid a uh he hit his name. Basically,

0:18:02.240 --> 0:18:05.040
<v Speaker 1>there was this little invisible dot that you can only

0:18:05.040 --> 0:18:07.719
<v Speaker 1>find in certain rooms, hidden away, and you could pick

0:18:07.800 --> 0:18:09.520
<v Speaker 1>up this dot and bring it to a certain place

0:18:10.000 --> 0:18:12.760
<v Speaker 1>and it would basically take you. It would it would

0:18:12.840 --> 0:18:15.600
<v Speaker 1>show his name on the screen as the creator of

0:18:15.640 --> 0:18:17.840
<v Speaker 1>the game. And it was the very very first Easter Egg.

0:18:18.160 --> 0:18:20.600
<v Speaker 1>Pretty neat story, really cool, really cool. I can talk

0:18:20.640 --> 0:18:23.040
<v Speaker 1>about Adventure for the next hour, so we'll have to

0:18:23.080 --> 0:18:25.080
<v Speaker 1>move on, but we need to go back in time

0:18:25.119 --> 0:18:30.400
<v Speaker 1>to Space Invaders and an instrumentally important video game, one

0:18:30.440 --> 0:18:35.320
<v Speaker 1>of the most um popular arcade games to ever come out,

0:18:35.440 --> 0:18:38.320
<v Speaker 1>in fact, Asteroids in a way was Atari saying how

0:18:38.359 --> 0:18:41.080
<v Speaker 1>can we capitalize on that same kind of level of

0:18:41.080 --> 0:18:45.480
<v Speaker 1>of of obsession and it was a Tito Tito game

0:18:45.480 --> 0:18:48.360
<v Speaker 1>in the arcade And I think the last we left

0:18:48.400 --> 0:18:53.359
<v Speaker 1>off with the home unit was it wasn't selling super well. Um,

0:18:53.440 --> 0:18:57.080
<v Speaker 1>and everything changed when they brought licensed and it was

0:18:57.080 --> 0:18:59.439
<v Speaker 1>the first license game. When they licensed Space Invaders, it

0:18:59.520 --> 0:19:02.560
<v Speaker 1>was a huge hit. Yeah. And also it was a

0:19:02.640 --> 0:19:05.439
<v Speaker 1>very faithful port of the game, Like it was a

0:19:05.440 --> 0:19:08.639
<v Speaker 1>good representation of what the Arcade game was. You know,

0:19:08.680 --> 0:19:11.240
<v Speaker 1>it wasn't as as uh. I mean, if you look

0:19:11.240 --> 0:19:12.840
<v Speaker 1>at a space and very game game, you're not going

0:19:12.880 --> 0:19:15.040
<v Speaker 1>to think of it as being slick or sophisticated. But

0:19:15.320 --> 0:19:18.119
<v Speaker 1>the Atari version was you know, a little a little slower,

0:19:18.119 --> 0:19:21.240
<v Speaker 1>a little block here. But it was pretty good version though. Yeah,

0:19:21.320 --> 0:19:25.919
<v Speaker 1>it was very The gameplay was there, the important elements

0:19:25.960 --> 0:19:28.480
<v Speaker 1>were there, and so while it might not have been

0:19:29.080 --> 0:19:30.800
<v Speaker 1>quite the same experience as the Arcade, it was a

0:19:30.840 --> 0:19:34.479
<v Speaker 1>good representation of it. So it was a great move

0:19:34.560 --> 0:19:38.240
<v Speaker 1>on Atari's part, very savvy and ended up really turning

0:19:38.280 --> 0:19:42.320
<v Speaker 1>things around. Started helping with the push to market this.

0:19:42.400 --> 0:19:45.800
<v Speaker 1>And also we should point out another interesting thing was

0:19:46.320 --> 0:19:49.960
<v Speaker 1>in the early days, Atari strategy was really to just

0:19:50.080 --> 0:19:53.280
<v Speaker 1>market around the holidays. This was like a Christmas line.

0:19:53.280 --> 0:19:55.120
<v Speaker 1>Because it was such an expensive thing. They thought, well,

0:19:55.119 --> 0:19:57.560
<v Speaker 1>this is a big ticket, this is when people are

0:19:57.600 --> 0:20:00.280
<v Speaker 1>going to be buying something for their kids, really was.

0:20:00.760 --> 0:20:02.600
<v Speaker 1>That was when I got my cartridges. I didn't like

0:20:02.680 --> 0:20:05.720
<v Speaker 1>buy one in June. Yeah, it would only be later

0:20:05.800 --> 0:20:08.520
<v Speaker 1>on when they said why don't we promote this all

0:20:08.640 --> 0:20:11.879
<v Speaker 1>year round? And that started to really boost the sales

0:20:11.920 --> 0:20:16.120
<v Speaker 1>to Also around this time, they were debuting home computer systems,

0:20:16.160 --> 0:20:19.000
<v Speaker 1>the Atari four hundred and the Atari eight hundred. Now

0:20:19.040 --> 0:20:23.159
<v Speaker 1>these were both eight bit home computers, so you know,

0:20:24.520 --> 0:20:29.560
<v Speaker 1>they were based around that same microprocessor technology that there used,

0:20:29.720 --> 0:20:33.680
<v Speaker 1>although the version that they us was technically the six

0:20:33.720 --> 0:20:35.840
<v Speaker 1>five oh seven, which had fewer pins than the six

0:20:35.880 --> 0:20:40.720
<v Speaker 1>five oh two microprocessor. Um they could only address or

0:20:40.760 --> 0:20:43.600
<v Speaker 1>the vcs rather, the twicet center could only address eight

0:20:43.640 --> 0:20:47.360
<v Speaker 1>kilobytes of memory. So we're talking really really simple stuff here.

0:20:47.880 --> 0:20:49.920
<v Speaker 1>Now between the four D and hundred. You might wonder,

0:20:49.960 --> 0:20:52.320
<v Speaker 1>what's the difference. Is the hundred twice as good as

0:20:52.320 --> 0:20:57.360
<v Speaker 1>it twice as powerful? No? Maybe a little more expensive, Yeah,

0:20:57.400 --> 0:20:59.040
<v Speaker 1>but it was this was these were two of the

0:20:59.119 --> 0:21:02.000
<v Speaker 1>units that had code names that were named after women

0:21:02.000 --> 0:21:05.720
<v Speaker 1>in the office. We mentioned that previously. So the four

0:21:05.840 --> 0:21:09.119
<v Speaker 1>hundred was marketed more as a gaming console and the

0:21:09.119 --> 0:21:13.120
<v Speaker 1>eight hundred was marketed more as a home computer. So

0:21:13.520 --> 0:21:15.960
<v Speaker 1>the four hundred had essentially the same stuff as the

0:21:15.960 --> 0:21:18.040
<v Speaker 1>eight hundred, but a lot of it was inaccessible to

0:21:18.080 --> 0:21:21.240
<v Speaker 1>the users. So, for example, your memory slots are closed

0:21:21.280 --> 0:21:24.000
<v Speaker 1>off the four hundred, So what you buy all the boxes,

0:21:24.040 --> 0:21:26.400
<v Speaker 1>what you get, whereas the eight hundred had things where

0:21:26.400 --> 0:21:29.960
<v Speaker 1>you could swap stuff out. I remember seeing that, but

0:21:30.080 --> 0:21:33.200
<v Speaker 1>only to a certain degree. It had like five available slots. Yeah,

0:21:33.200 --> 0:21:36.600
<v Speaker 1>it wasn't It wasn't like you could just continuously upgrade this.

0:21:36.680 --> 0:21:39.840
<v Speaker 1>Obviously the hardware itself had a limitation too, but it

0:21:39.880 --> 0:21:43.200
<v Speaker 1>did mean that you could uh customize they hundred more

0:21:43.200 --> 0:21:45.360
<v Speaker 1>than you could the four hundred, which was a big

0:21:45.359 --> 0:21:49.679
<v Speaker 1>deal at the time. Yeah, so, uh, seventy nine is

0:21:49.680 --> 0:21:52.840
<v Speaker 1>a big year for them. They make twenty million dollars

0:21:52.920 --> 0:21:57.680
<v Speaker 1>in nineteen nine. Yeah, undred units started basically, you know,

0:21:57.720 --> 0:22:00.560
<v Speaker 1>they sold three hundred thousand, then five hundred and a million,

0:22:00.600 --> 0:22:04.600
<v Speaker 1>than two million, and they basically started doubling every year

0:22:04.680 --> 0:22:10.840
<v Speaker 1>upon year until they hit ten million and uh units sold.

0:22:11.480 --> 0:22:15.680
<v Speaker 1>And for Warners, they made up seventy of their income

0:22:16.840 --> 0:22:20.280
<v Speaker 1>of a company that also oversees music and movies. Yeah,

0:22:20.320 --> 0:22:23.679
<v Speaker 1>that's just crazy. Yeah, the rest of their business was

0:22:23.760 --> 0:22:26.960
<v Speaker 1>only thirty of their revenue. It's hard for me to

0:22:27.000 --> 0:22:29.160
<v Speaker 1>wrap my mind around that. We talked about the video

0:22:29.160 --> 0:22:33.440
<v Speaker 1>game industry being big today, Yeah, it was enormous back then,

0:22:33.760 --> 0:22:37.399
<v Speaker 1>relatively speaking. I mean the pie size is differently, but

0:22:38.119 --> 0:22:42.639
<v Speaker 1>the portion of the pie was huge, unbelievable. And it

0:22:42.720 --> 0:22:46.800
<v Speaker 1>was that time that the CEO Cassar, started to do

0:22:46.840 --> 0:22:52.720
<v Speaker 1>some really dumb things with the company, namely, hey, let's um,

0:22:52.800 --> 0:22:55.280
<v Speaker 1>let's lay off some of these developers, let's shut down

0:22:55.280 --> 0:22:57.280
<v Speaker 1>the R and D department, and let's think all our

0:22:57.320 --> 0:23:00.840
<v Speaker 1>money into marketing this stuff. And this is bad timing

0:23:00.880 --> 0:23:05.399
<v Speaker 1>because just before he started messing around with the internal

0:23:05.440 --> 0:23:09.680
<v Speaker 1>structure of the company, there were already defections from Atari.

0:23:09.840 --> 0:23:13.440
<v Speaker 1>Right you had you had four engineers from Attari who

0:23:13.560 --> 0:23:17.000
<v Speaker 1>left the company and they formed their own company to

0:23:17.080 --> 0:23:22.160
<v Speaker 1>create games. Sure please do. David Crane, Bob Whitehead, Alan Miller,

0:23:22.160 --> 0:23:27.880
<v Speaker 1>and Larry Kaplan and they formed Crane, by the way,

0:23:27.520 --> 0:23:30.320
<v Speaker 1>one of the best games from Atari. But they formed

0:23:30.440 --> 0:23:36.280
<v Speaker 1>you said, Activision, Huge, huge, So that there were two

0:23:36.280 --> 0:23:39.800
<v Speaker 1>big reasons why they left. One is just that the

0:23:40.000 --> 0:23:43.639
<v Speaker 1>developers weren't getting a share in the profits made from

0:23:43.680 --> 0:23:46.280
<v Speaker 1>the games. Yeah, no money. They were being paid. They

0:23:46.320 --> 0:23:48.800
<v Speaker 1>were being paid on a make this game basis. But

0:23:48.840 --> 0:23:51.160
<v Speaker 1>if a game was selling really well, they didn't get royalties,

0:23:51.440 --> 0:23:53.680
<v Speaker 1>and they started to see these sales, They're like, I

0:23:53.800 --> 0:23:55.960
<v Speaker 1>make twenty grand a year. Yeah, I'm the one. I'm

0:23:56.000 --> 0:23:58.840
<v Speaker 1>the guy that made the thing that invented it that

0:23:58.840 --> 0:24:01.160
<v Speaker 1>that that you're so ling, and I'm not getting any

0:24:01.200 --> 0:24:03.560
<v Speaker 1>of that. The proceeds there's sort of in a vacuum

0:24:03.600 --> 0:24:08.119
<v Speaker 1>like they were from what I read, sort of singular creators.

0:24:08.200 --> 0:24:10.679
<v Speaker 1>Think there wasn't a team of people. Yeah, it was

0:24:10.760 --> 0:24:13.199
<v Speaker 1>like a dude wing up with an idea and then

0:24:13.240 --> 0:24:16.240
<v Speaker 1>seeing it through. Pretty much every game in these days,

0:24:16.720 --> 0:24:21.000
<v Speaker 1>you're talking about one person or maybe two people working

0:24:21.040 --> 0:24:22.280
<v Speaker 1>on a game, but more often than I was a

0:24:22.280 --> 0:24:25.640
<v Speaker 1>single person per game. The other reason was the one

0:24:25.640 --> 0:24:28.080
<v Speaker 1>that you had mentioned earlier. They weren't getting any credit

0:24:28.200 --> 0:24:30.160
<v Speaker 1>for it, so they weren't getting paid, and they weren't

0:24:30.200 --> 0:24:32.720
<v Speaker 1>their names weren't appearing on the packaging, it wasn't appearing

0:24:32.760 --> 0:24:36.800
<v Speaker 1>in the game, and they just wanted to have these

0:24:36.800 --> 0:24:39.560
<v Speaker 1>two elements things they thought that they were over and

0:24:39.600 --> 0:24:41.919
<v Speaker 1>so they went off and formed Activision with that, and

0:24:41.960 --> 0:24:44.520
<v Speaker 1>they decided they were going to continue to make games

0:24:44.680 --> 0:24:49.760
<v Speaker 1>for the Atari. But they obviously wouldn't be Atari games

0:24:49.800 --> 0:24:53.520
<v Speaker 1>like they they'd be Activision games for the AD, and

0:24:53.600 --> 0:24:58.320
<v Speaker 1>this caused some friction. Atari resisted this. Atari did not

0:24:58.400 --> 0:25:02.520
<v Speaker 1>want other companies making games for was really p oed

0:25:02.720 --> 0:25:05.600
<v Speaker 1>about the defection to begin with. Um I saw an

0:25:05.600 --> 0:25:07.560
<v Speaker 1>interview with Crane where he said that he at one

0:25:07.560 --> 0:25:10.840
<v Speaker 1>point when they were at first they went to ask like, hey,

0:25:10.920 --> 0:25:12.879
<v Speaker 1>maybe we should get some of this revenue, maybe we

0:25:12.880 --> 0:25:15.640
<v Speaker 1>can get credit as developers, and he said, you guys

0:25:15.680 --> 0:25:17.920
<v Speaker 1>aren't any more important than the guy on the assembly

0:25:18.000 --> 0:25:21.320
<v Speaker 1>line putting these things together. And they were like, screw you.

0:25:21.400 --> 0:25:24.520
<v Speaker 1>But yeah, I guess what have fun having that guy

0:25:24.560 --> 0:25:27.760
<v Speaker 1>on the assembly line putting together empty cartridges? So yeah,

0:25:27.760 --> 0:25:30.919
<v Speaker 1>they all leave. Uh. Some of the games they create

0:25:31.000 --> 0:25:33.639
<v Speaker 1>sell better than first party Atari games, Pitfall being a

0:25:33.680 --> 0:25:38.560
<v Speaker 1>great example of that, and Atari would sue Activision trying

0:25:38.560 --> 0:25:41.280
<v Speaker 1>to prevent them from producing games. But all of that,

0:25:41.320 --> 0:25:44.440
<v Speaker 1>by two all that had been decided third party games

0:25:44.480 --> 0:25:47.200
<v Speaker 1>would be completely allowed, and that was both a good

0:25:47.240 --> 0:25:49.840
<v Speaker 1>thing and a bad thing for the video game industry.

0:25:49.840 --> 0:25:52.600
<v Speaker 1>It was a good thing because companies like Activision we're

0:25:52.640 --> 0:25:55.159
<v Speaker 1>making some really good games. It's a bad thing because

0:25:55.280 --> 0:25:59.080
<v Speaker 1>anybody else could make whatever crap they wanted to. Man,

0:25:59.240 --> 0:26:02.400
<v Speaker 1>there were some bad had bad bad games. Yeah, we'll

0:26:02.440 --> 0:26:06.399
<v Speaker 1>get to them of them. One of my favorite games

0:26:06.600 --> 0:26:11.719
<v Speaker 1>arcade games was released in two of them actually, um.

0:26:11.760 --> 0:26:16.520
<v Speaker 1>One of them was Missile Command. Loved it, which brilliant. Also,

0:26:16.800 --> 0:26:18.399
<v Speaker 1>one of the things I love about Missile Command is

0:26:18.400 --> 0:26:21.000
<v Speaker 1>when Atari went to the developers to make Missile Command,

0:26:21.000 --> 0:26:24.919
<v Speaker 1>they had one demand. They said, this game can only

0:26:24.960 --> 0:26:27.919
<v Speaker 1>be a defensive game. That's right, because it was about

0:26:28.119 --> 0:26:32.160
<v Speaker 1>essentially the Cold War, in nuclear war. And they said, yeah,

0:26:32.160 --> 0:26:33.479
<v Speaker 1>we don't want to We don't want to have this

0:26:33.600 --> 0:26:35.480
<v Speaker 1>be a game where you drop in nukes on people. Know.

0:26:36.040 --> 0:26:39.320
<v Speaker 1>It can be about we're shooting down missiles to stave

0:26:39.359 --> 0:26:41.879
<v Speaker 1>off a nuclear attack, but we're not going to have

0:26:41.920 --> 0:26:44.720
<v Speaker 1>anything in the game where we launch a counter attack. Yeah,

0:26:44.760 --> 0:26:46.880
<v Speaker 1>which was kind of cool. Missile Command to me still

0:26:46.880 --> 0:26:50.800
<v Speaker 1>holds up because version was really good. It moved it

0:26:50.800 --> 0:26:54.159
<v Speaker 1>from a trackball in the arcade to the joystick. Um,

0:26:54.200 --> 0:26:56.160
<v Speaker 1>but it didn't matter. No, it still worked really well.

0:26:56.240 --> 0:26:59.640
<v Speaker 1>And as as anyone who played Missile Command knows, as

0:26:59.680 --> 0:27:03.000
<v Speaker 1>you agress through those screens, it gets really really hard

0:27:03.440 --> 0:27:07.120
<v Speaker 1>because stuff starts coming down pretty fast. So the other

0:27:07.119 --> 0:27:09.800
<v Speaker 1>big game that came out in the one that I

0:27:09.880 --> 0:27:14.520
<v Speaker 1>also loved in the arcades, battle Zone man mind blowing

0:27:14.840 --> 0:27:18.080
<v Speaker 1>the dual joystick controllers to control the movement of a

0:27:18.119 --> 0:27:20.959
<v Speaker 1>tank and you know, push both controllers forward to go forward,

0:27:21.240 --> 0:27:23.639
<v Speaker 1>pull one back to start turning in that direction to

0:27:23.760 --> 0:27:26.880
<v Speaker 1>three d uh. What do you call that? Vector graphics?

0:27:27.560 --> 0:27:29.199
<v Speaker 1>Vector graphic? Yea, So what they would do is for

0:27:29.320 --> 0:27:33.199
<v Speaker 1>vector graphics, you plot two points and it draws a

0:27:33.280 --> 0:27:35.960
<v Speaker 1>line between those two points, and then you draw another point.

0:27:36.000 --> 0:27:37.840
<v Speaker 1>It draws a line between those and that's how you

0:27:37.880 --> 0:27:40.800
<v Speaker 1>could create basic shapes and they'd be you know, kind

0:27:40.800 --> 0:27:43.719
<v Speaker 1>of at least wire frame look that you would you know,

0:27:44.080 --> 0:27:47.440
<v Speaker 1>that was famous for battle Zone and also my favorite

0:27:47.840 --> 0:27:51.280
<v Speaker 1>Atari arcade game of all time, which comes out so

0:27:51.320 --> 0:27:54.800
<v Speaker 1>I'm gonna save it, but battle Zone about it also

0:27:54.840 --> 0:27:57.160
<v Speaker 1>had a scope view for some versions of the game.

0:27:57.200 --> 0:27:58.600
<v Speaker 1>Not all of them had the scope view. Some of

0:27:58.600 --> 0:28:00.480
<v Speaker 1>them were just the basic monitor and then you had

0:28:00.520 --> 0:28:03.480
<v Speaker 1>the controls only played the scope. So did I because

0:28:03.480 --> 0:28:05.320
<v Speaker 1>that you had to put your face up to like

0:28:05.359 --> 0:28:10.280
<v Speaker 1>a binocular type thing, and and it cuts away all

0:28:10.280 --> 0:28:14.639
<v Speaker 1>other distractions. You don't anything. Yeah, and this is a

0:28:14.720 --> 0:28:17.800
<v Speaker 1>good lesson too. We talk about immersion and things like

0:28:18.200 --> 0:28:21.520
<v Speaker 1>virtual reality and talk about how people say over and

0:28:21.560 --> 0:28:24.560
<v Speaker 1>over graphics matters, but it doesn't matter as much as

0:28:24.560 --> 0:28:28.080
<v Speaker 1>you think it does. That you can feel immersed in

0:28:28.400 --> 0:28:31.840
<v Speaker 1>something has very simple graphics if it's a convincing experience.

0:28:31.880 --> 0:28:36.400
<v Speaker 1>These were green lines, and uh, it was totally immersive. Great,

0:28:36.400 --> 0:28:40.240
<v Speaker 1>great love that game. Always very disruptive, as someone would

0:28:40.240 --> 0:28:42.480
<v Speaker 1>tap on your shoulder when you're in that game, right,

0:28:42.720 --> 0:28:46.480
<v Speaker 1>what's going on? How did you get in my tank? Uh?

0:28:46.520 --> 0:28:50.080
<v Speaker 1>So nine one they would come out with another phenomenal

0:28:50.240 --> 0:28:52.160
<v Speaker 1>arcade game, one of the best in the world. I

0:28:52.360 --> 0:28:55.720
<v Speaker 1>know I keep saying that, but it's absolutely true. Tempest. Yeah,

0:28:55.760 --> 0:28:58.959
<v Speaker 1>that was my favorite game. Well that in Galica, but

0:28:59.320 --> 0:29:02.239
<v Speaker 1>those are both grade games. Yeah, and Tempests was just

0:29:03.440 --> 0:29:05.920
<v Speaker 1>it didn't look like any other game that had come

0:29:05.920 --> 0:29:09.160
<v Speaker 1>out before it. Um if the gameplay was different, full

0:29:09.280 --> 0:29:12.200
<v Speaker 1>color vector graphics, so it wasn't just green or white lines.

0:29:12.200 --> 0:29:15.840
<v Speaker 1>Who actually yeah, and uh it had a feature too.

0:29:15.840 --> 0:29:17.560
<v Speaker 1>I remember where you could at the very beginning of

0:29:17.600 --> 0:29:20.600
<v Speaker 1>the game you could skip forward. Um because when you

0:29:20.640 --> 0:29:22.560
<v Speaker 1>completed different levels in tempos, you would get a certain

0:29:22.560 --> 0:29:25.680
<v Speaker 1>amount of bonus points, but you could opt to start

0:29:25.760 --> 0:29:28.440
<v Speaker 1>later in the game and higher up on a higher level,

0:29:29.200 --> 0:29:32.160
<v Speaker 1>and uh immediately if you finished that one, you had

0:29:32.160 --> 0:29:35.160
<v Speaker 1>immediately like fifty points. Yeah, because you were you were

0:29:35.400 --> 0:29:39.560
<v Speaker 1>you were jumping ahead, jumping to a level that mirror

0:29:39.560 --> 0:29:42.080
<v Speaker 1>mortals such as myself could not hope to complete. It

0:29:42.400 --> 0:29:45.440
<v Speaker 1>was tough, though, Man, it's still tough, buddy. Well yeah,

0:29:45.440 --> 0:29:48.120
<v Speaker 1>because I mean, you know you you're doing like that's

0:29:48.160 --> 0:29:51.000
<v Speaker 1>task management right there, you know, figuring out Okay, well,

0:29:51.000 --> 0:29:52.920
<v Speaker 1>this is the one that moves around in a circle

0:29:52.960 --> 0:29:54.640
<v Speaker 1>as it climbs up, so I gotta keep an eye

0:29:54.680 --> 0:29:56.160
<v Speaker 1>on that one. But this other one is one that

0:29:56.280 --> 0:29:58.480
<v Speaker 1>chimmy's up super fast, so I gotta get that one first.

0:29:59.040 --> 0:30:00.920
<v Speaker 1>And you can only fire and bursts. I remember, it

0:30:00.960 --> 0:30:04.120
<v Speaker 1>wasn't like a continuous fire game. And uh man, you

0:30:04.120 --> 0:30:06.479
<v Speaker 1>would just see people just spinning that disc like crazy

0:30:06.520 --> 0:30:08.760
<v Speaker 1>to get the tempest to you know, the ship to

0:30:08.760 --> 0:30:11.000
<v Speaker 1>go around to the right part of the the board

0:30:11.000 --> 0:30:13.840
<v Speaker 1>in order to show yeah, or when you work to

0:30:13.880 --> 0:30:16.360
<v Speaker 1>the next um, when you work to the next one.

0:30:16.400 --> 0:30:17.840
<v Speaker 1>I remember that was where you had to avoid the

0:30:17.880 --> 0:30:21.080
<v Speaker 1>spikes to the next level, and sometimes that was just

0:30:21.160 --> 0:30:23.520
<v Speaker 1>luck of the draw. The other big game that came

0:30:23.520 --> 0:30:28.800
<v Speaker 1>out in the arcades, Centipede. Yeah, Centipede was huge because

0:30:28.840 --> 0:30:32.680
<v Speaker 1>it appealed to women and girls, and it was very colorful,

0:30:32.840 --> 0:30:34.880
<v Speaker 1>very fun. It had a great game play with the

0:30:34.960 --> 0:30:38.560
<v Speaker 1>roller ball really maximized that. And I think it was

0:30:38.600 --> 0:30:41.080
<v Speaker 1>the first game actually written and developed by a woman.

0:30:41.440 --> 0:30:45.040
<v Speaker 1>Oh wow, I didn't know that. That's cool. That's super cool. Well.

0:30:45.160 --> 0:30:49.080
<v Speaker 1>N one was also when Atari would show off the Cosmos.

0:30:49.160 --> 0:30:52.040
<v Speaker 1>That was that handheld game that used holography and we

0:30:52.080 --> 0:30:55.080
<v Speaker 1>talked about previously. They showed it at the New York

0:30:55.120 --> 0:30:59.320
<v Speaker 1>Toy Fair. They ended up accepting eight thousand pre orders,

0:30:59.360 --> 0:31:01.720
<v Speaker 1>but by the end of nine Atari would reverse its

0:31:01.840 --> 0:31:06.000
<v Speaker 1>decision to release the game console. The project is canceled,

0:31:06.400 --> 0:31:08.719
<v Speaker 1>so we never get to see what the Cosmos actually

0:31:08.720 --> 0:31:13.880
<v Speaker 1>looks like. Um. Yeah, I'm very curious how this holographic

0:31:14.080 --> 0:31:16.480
<v Speaker 1>type stuff was supposed to work from what I understand,

0:31:16.920 --> 0:31:19.800
<v Speaker 1>Like the description I read was that you would only

0:31:19.840 --> 0:31:24.280
<v Speaker 1>get two different images and it wasn't it wasn't um

0:31:24.600 --> 0:31:27.800
<v Speaker 1>important for gameplay, And I thought, well, what is important

0:31:27.800 --> 0:31:30.880
<v Speaker 1>for gameplay? That maybe there's like a permanent type screen

0:31:31.000 --> 0:31:34.040
<v Speaker 1>and and whatever you're looking at is interacting with the

0:31:34.120 --> 0:31:37.959
<v Speaker 1>quote unquote holographic image, which would be kind of like

0:31:38.040 --> 0:31:41.440
<v Speaker 1>some of the overlays that that existed for other game systems,

0:31:41.440 --> 0:31:42.960
<v Speaker 1>where you would have to put overlay either on the

0:31:42.960 --> 0:31:47.400
<v Speaker 1>controller or sometimes on your TV. Yeah, it's very bizarre.

0:31:48.840 --> 0:31:53.320
<v Speaker 1>Attari would launch Dig Dug in the arcades yea, and

0:31:53.400 --> 0:31:57.080
<v Speaker 1>it also distributed one of Namco's games, a very popular

0:31:57.120 --> 0:32:01.760
<v Speaker 1>game pole position. Yeah. So Atari is basically kicking butt

0:32:02.320 --> 0:32:06.240
<v Speaker 1>on two levels. Here they're owning um, while they're sharing

0:32:06.240 --> 0:32:09.480
<v Speaker 1>ownership in the arcade along with the big boys UM,

0:32:09.600 --> 0:32:12.960
<v Speaker 1>and they're uh kind of owning the home system at

0:32:13.000 --> 0:32:15.880
<v Speaker 1>this point. Yeah. Um, they have, you know, some competition

0:32:15.920 --> 0:32:20.960
<v Speaker 1>with Clico Vision and Inteltelevision, which we're both i think

0:32:21.040 --> 0:32:23.640
<v Speaker 1>more advanced with the controls and some of the graphics.

0:32:23.720 --> 0:32:26.120
<v Speaker 1>But Tari had such a strangle hold on people at

0:32:26.120 --> 0:32:28.680
<v Speaker 1>that point. Yeah, it was tough to kind of put

0:32:28.720 --> 0:32:30.800
<v Speaker 1>a chink in their own I mean, they just they

0:32:30.840 --> 0:32:34.400
<v Speaker 1>define the market. And Television was interesting because it was

0:32:35.160 --> 0:32:37.120
<v Speaker 1>this was one that had overlays like I was talking about,

0:32:37.360 --> 0:32:39.680
<v Speaker 1>not necessarily for the screen, but for your controller. The

0:32:39.720 --> 0:32:41.960
<v Speaker 1>controller it look kind of like a remote control with

0:32:42.000 --> 0:32:44.560
<v Speaker 1>a little joystick at the base. Yeah. Yeah, I had

0:32:44.560 --> 0:32:48.440
<v Speaker 1>a wheel that you could snap a joystick onto, so

0:32:48.480 --> 0:32:51.000
<v Speaker 1>the joystick would move the wheel around, which in turn

0:32:51.320 --> 0:32:54.760
<v Speaker 1>operated whatever you know, sent the commands to the game system.

0:32:54.840 --> 0:32:56.280
<v Speaker 1>And then you had a number pad, but you had

0:32:56.280 --> 0:32:58.400
<v Speaker 1>little overlays. You would slide into the number pad depending

0:32:58.440 --> 0:33:01.000
<v Speaker 1>upon what game you're playing, so that tell you you know,

0:33:01.000 --> 0:33:04.240
<v Speaker 1>which number of corresponds to what command. Yeah, I remember

0:33:04.320 --> 0:33:07.960
<v Speaker 1>in television was for me the Rich Kid game, because

0:33:08.000 --> 0:33:10.560
<v Speaker 1>they were the only ones that whose parents would let

0:33:10.600 --> 0:33:13.200
<v Speaker 1>them get a new one. Everyone else's parents were like,

0:33:13.320 --> 0:33:16.440
<v Speaker 1>you've got the Atari. I think that's that's You're not

0:33:16.480 --> 0:33:18.680
<v Speaker 1>going to get a different game now. I inherited it

0:33:18.720 --> 0:33:22.800
<v Speaker 1>in television from my cousin sometime around like the late eighties.

0:33:22.800 --> 0:33:25.880
<v Speaker 1>So well after that, well after there's nothing else coming

0:33:25.880 --> 0:33:27.800
<v Speaker 1>out for it, right, this is that that game system

0:33:28.000 --> 0:33:30.200
<v Speaker 1>had been dead. So the things I had, and it

0:33:30.240 --> 0:33:33.480
<v Speaker 1>was funny because the collection I games of games I

0:33:33.520 --> 0:33:35.920
<v Speaker 1>had and the collection of overlays I had, it was

0:33:36.000 --> 0:33:39.280
<v Speaker 1>kind of like a Venn diagram with about coverage and

0:33:39.560 --> 0:33:42.520
<v Speaker 1>then there was overlap, and then for everything else. I

0:33:42.560 --> 0:33:45.720
<v Speaker 1>either had an overlay for a game that sounded awesome,

0:33:45.760 --> 0:33:47.800
<v Speaker 1>but I didn't have it or a game where I'm like,

0:33:47.880 --> 0:33:50.200
<v Speaker 1>I have no idea what these buttons are supposed to do.

0:33:50.840 --> 0:33:54.920
<v Speaker 1>But at any rate. Getting back to Atari two was

0:33:54.920 --> 0:33:59.320
<v Speaker 1>also when some some things happened that would end up

0:33:59.400 --> 0:34:03.320
<v Speaker 1>hurting a company in the near future. One is that

0:34:03.360 --> 0:34:07.680
<v Speaker 1>they rushed a home video game port of a smash

0:34:07.760 --> 0:34:10.880
<v Speaker 1>hit in the arcades pac Man, Can I do my

0:34:10.920 --> 0:34:17.879
<v Speaker 1>impression now? Please? Don't got got gone? That it really

0:34:17.880 --> 0:34:21.359
<v Speaker 1>sounded about that bad. Yeah, it didn't look like pac Man.

0:34:21.480 --> 0:34:24.160
<v Speaker 1>It didn't sound like pac Man. It barely played like

0:34:24.239 --> 0:34:26.880
<v Speaker 1>pac Man. I mean you had a maze and you

0:34:27.120 --> 0:34:30.839
<v Speaker 1>ate dashes instead of dots, and ghosts would chase after you.

0:34:30.920 --> 0:34:33.280
<v Speaker 1>They wouldn't turn blue if you ate a power pellet,

0:34:33.280 --> 0:34:37.640
<v Speaker 1>they would just start flashing um. And it didn't sound

0:34:37.640 --> 0:34:41.200
<v Speaker 1>like it. The colors weren't even the same it was.

0:34:40.280 --> 0:34:44.880
<v Speaker 1>They botched it on almost every single level. But I

0:34:45.000 --> 0:34:47.760
<v Speaker 1>was one of those kids who bought it on Christmas

0:34:47.880 --> 0:34:51.480
<v Speaker 1>Day that year because it was the most exciting thing

0:34:51.640 --> 0:34:54.759
<v Speaker 1>to come out. Well, pac Man was groundbreaking in that

0:34:55.160 --> 0:34:57.560
<v Speaker 1>He's like, yeah, we had a whole song about it

0:34:57.600 --> 0:35:00.640
<v Speaker 1>was legit. There was a dance and everything. Uh yeah,

0:35:00.800 --> 0:35:04.960
<v Speaker 1>it uh. The worst thing to me is that they

0:35:04.960 --> 0:35:08.759
<v Speaker 1>could have done it right, because later on released a

0:35:08.880 --> 0:35:12.080
<v Speaker 1>MISS pac Man, which actually wasn't bad. Yeah, that's one

0:35:12.120 --> 0:35:14.160
<v Speaker 1>of the one of the better games. Actually. Yeah, it's

0:35:14.200 --> 0:35:17.400
<v Speaker 1>kind of crazy that MS pac Man was. You know,

0:35:17.440 --> 0:35:19.520
<v Speaker 1>it just showed that they could have done it better,

0:35:19.640 --> 0:35:22.839
<v Speaker 1>but they rushed it through and uh, that ended up

0:35:22.880 --> 0:35:26.719
<v Speaker 1>being a big, big downside. Now it's sold well. They

0:35:26.800 --> 0:35:29.280
<v Speaker 1>I think they produced twelve million copies and they sold

0:35:29.360 --> 0:35:31.759
<v Speaker 1>seven million of them or something. Yeah. They at the

0:35:31.800 --> 0:35:35.360
<v Speaker 1>time there were ten million hundred units and they said

0:35:35.440 --> 0:35:38.120
<v Speaker 1>every single person is going to buy one, and then

0:35:38.160 --> 0:35:40.120
<v Speaker 1>two million more people will go out and buy it

0:35:41.239 --> 0:35:44.000
<v Speaker 1>to play pac Man. That is some hubris. Yeah, and

0:35:44.360 --> 0:35:47.239
<v Speaker 1>then when backfired in a big way, word comes around

0:35:47.320 --> 0:35:49.120
<v Speaker 1>that the game is not so good. People started to

0:35:49.120 --> 0:35:52.160
<v Speaker 1>put the brakes on that. But they also two released

0:35:52.239 --> 0:35:55.680
<v Speaker 1>Yars Revenge. That was the one that took a good game. Yeah,

0:35:55.680 --> 0:35:58.240
<v Speaker 1>it was a good game, and it took great Kassar's

0:35:58.320 --> 0:36:02.080
<v Speaker 1>name and reversed the first the reverse ray to Yar.

0:36:02.640 --> 0:36:08.720
<v Speaker 1>They eventually would ship I remember, um pac Man instead

0:36:08.719 --> 0:36:11.759
<v Speaker 1>of Combat. That's how low it fell, right. I'm glad

0:36:11.800 --> 0:36:15.040
<v Speaker 1>I got but I got mine in the combat day. Uh,

0:36:15.239 --> 0:36:18.799
<v Speaker 1>So the game Yards Revenge was developed by a guy

0:36:18.880 --> 0:36:23.440
<v Speaker 1>named Howard Scott Warshaw, who also developed two other games

0:36:23.480 --> 0:36:26.080
<v Speaker 1>that are notable. One is one we talked about before

0:36:26.440 --> 0:36:28.960
<v Speaker 1>the Indiana Jones Raiders Lost. Our game was developed by him,

0:36:29.160 --> 0:36:34.759
<v Speaker 1>which was fun but yeah, totally uh confounding. Yeah, it

0:36:34.760 --> 0:36:37.359
<v Speaker 1>was hard game to play. It was I. I was

0:36:37.440 --> 0:36:40.160
<v Speaker 1>talking to Chuck before we recorded. In fact, I was

0:36:40.160 --> 0:36:43.360
<v Speaker 1>talking to you earlier this week about how Um. I

0:36:43.440 --> 0:36:45.880
<v Speaker 1>played that game a lot, and I remember being stuck

0:36:45.880 --> 0:36:48.319
<v Speaker 1>on the first couple of screens for really like how

0:36:48.400 --> 0:36:50.359
<v Speaker 1>snake would come out of behind a rock and bite

0:36:50.360 --> 0:36:53.040
<v Speaker 1>me and I die, and and I think, well, I've

0:36:53.040 --> 0:36:55.320
<v Speaker 1>got this gun, but I'm almost certain this gun is

0:36:55.360 --> 0:36:57.200
<v Speaker 1>going to be important for something else. So if I

0:36:57.280 --> 0:36:59.439
<v Speaker 1>shoot the snake, is that a good idea? Should I?

0:36:59.480 --> 0:37:02.960
<v Speaker 1>Should I with the snake? That? Yeah? Well, And it

0:37:03.040 --> 0:37:06.440
<v Speaker 1>was the first game where you use both joysticks to play,

0:37:06.960 --> 0:37:09.560
<v Speaker 1>and um, the first game I think where you could

0:37:09.560 --> 0:37:12.680
<v Speaker 1>pick up multiple things and had like an inventory. Uh.

0:37:13.280 --> 0:37:18.279
<v Speaker 1>It was just really confusing, um and and challenging, but confusing. Yeah.

0:37:18.480 --> 0:37:20.839
<v Speaker 1>When I finally watched the play through, it was maybe

0:37:20.840 --> 0:37:23.120
<v Speaker 1>a year ago. I watched the playthrough of it. Yeah,

0:37:23.120 --> 0:37:25.479
<v Speaker 1>I kept thinking, well, now as I was watching, was like, oh, yeah,

0:37:25.520 --> 0:37:28.000
<v Speaker 1>I got that far. Because I kept forgetting how far

0:37:28.040 --> 0:37:30.080
<v Speaker 1>I got. I just remembered the frustration of not knowing

0:37:30.120 --> 0:37:32.759
<v Speaker 1>what was going on. Well, I realized later on that

0:37:32.800 --> 0:37:36.000
<v Speaker 1>I actually played that game, if not to completion, nearly

0:37:36.160 --> 0:37:40.000
<v Speaker 1>to completion, I don't know, really stuck with that game.

0:37:41.000 --> 0:37:43.239
<v Speaker 1>We've got a bit more to say about Atari. I mean,

0:37:43.239 --> 0:37:45.160
<v Speaker 1>there's a whole part three coming up after this one,

0:37:45.280 --> 0:37:47.200
<v Speaker 1>So we're gonna take a quick break and we'll be

0:37:47.320 --> 0:38:01.200
<v Speaker 1>right back. Warshaw is probably most famous poor guy for

0:38:01.320 --> 0:38:04.560
<v Speaker 1>a game that is often talked about as being the

0:38:04.600 --> 0:38:07.000
<v Speaker 1>worst video game ever made. In fact, Tech Stuff we

0:38:07.040 --> 0:38:08.920
<v Speaker 1>did an episode about the worst games ever made, and

0:38:08.960 --> 0:38:11.040
<v Speaker 1>this was number one on our list because it was

0:38:11.120 --> 0:38:14.919
<v Speaker 1>voted on by the listeners. E T. The Extraterrestrial. Yeah,

0:38:15.000 --> 0:38:17.479
<v Speaker 1>I saw a list that UM did not even listen

0:38:17.520 --> 0:38:20.840
<v Speaker 1>in the top ten worst because they're saying it gets

0:38:20.920 --> 0:38:25.399
<v Speaker 1>unnecessarily ribbed even though it is bad. People don't know

0:38:25.600 --> 0:38:27.920
<v Speaker 1>about the worst of the worst games. They were produced

0:38:27.960 --> 0:38:31.200
<v Speaker 1>by these third party companies. Et was produced by Atari, right,

0:38:31.239 --> 0:38:34.040
<v Speaker 1>this was not one of those little third party Probably

0:38:34.040 --> 0:38:36.040
<v Speaker 1>the worst Atari game. For sure. I could tell you

0:38:36.080 --> 0:38:39.160
<v Speaker 1>what the worst what I think, at least from a

0:38:39.239 --> 0:38:41.920
<v Speaker 1>concept point of view, what the worst game that was

0:38:42.000 --> 0:38:47.120
<v Speaker 1>made for the Atari. No Custers Revenge. I don't think

0:38:47.120 --> 0:38:49.279
<v Speaker 1>any of that one. You you need to look that

0:38:49.400 --> 0:38:53.040
<v Speaker 1>up later. And for all my listeners who are furiously

0:38:53.239 --> 0:38:58.280
<v Speaker 1>looking up Custers Revenge at I'm sorry. It is a racist,

0:38:59.040 --> 0:39:06.040
<v Speaker 1>misogynist game that uses awful graphics to depict um violating

0:39:06.320 --> 0:39:09.680
<v Speaker 1>Indian ladies. Yeah. No, there was a third party that

0:39:09.719 --> 0:39:14.920
<v Speaker 1>made and because Atari didn't have a process to uh

0:39:14.960 --> 0:39:18.839
<v Speaker 1>to approve or deny games on its system, people could

0:39:18.840 --> 0:39:21.719
<v Speaker 1>make stuff like that, or companies, like I said, kool

0:39:21.760 --> 0:39:24.520
<v Speaker 1>Aid could say, hey, let's make a game that's sort

0:39:24.560 --> 0:39:27.239
<v Speaker 1>of a TV commercial. Yeah, exactly. We can make a

0:39:27.239 --> 0:39:29.960
<v Speaker 1>commercial that's interactive and convince people to buy our stuff more.

0:39:30.239 --> 0:39:32.160
<v Speaker 1>And we can even make it so that the only

0:39:32.160 --> 0:39:34.360
<v Speaker 1>way you can get this game is by buying our

0:39:34.400 --> 0:39:38.359
<v Speaker 1>stuff and sending proof of purchase in to get the game. Yeah. Well,

0:39:38.360 --> 0:39:41.240
<v Speaker 1>at any rate, et was a huge setback for the company.

0:39:41.280 --> 0:39:43.960
<v Speaker 1>They had spent an enormous amount of money to get

0:39:43.960 --> 0:39:46.800
<v Speaker 1>the license, like between twenty and twenty five million dollars

0:39:47.239 --> 0:39:50.600
<v Speaker 1>for Spielberg to give that up. It was a big deal. Yeah.

0:39:50.640 --> 0:39:55.040
<v Speaker 1>They produced four million copies of the game, and about

0:39:55.120 --> 0:39:57.920
<v Speaker 1>three and a half million were returned to Atari, either

0:39:58.760 --> 0:40:03.160
<v Speaker 1>unsold or people had returned their copy to the game store. Yeah,

0:40:03.160 --> 0:40:05.560
<v Speaker 1>and the legend, and I should say, I've never ever

0:40:05.600 --> 0:40:08.160
<v Speaker 1>played it. Yeah. I don't know why it got by

0:40:08.239 --> 0:40:10.120
<v Speaker 1>me because I was so into all that and I

0:40:10.239 --> 0:40:12.279
<v Speaker 1>love DT. I don't know. Maybe I heard it was

0:40:12.320 --> 0:40:15.719
<v Speaker 1>crappy and I just don't remember, but I never played it. Um.

0:40:15.760 --> 0:40:18.239
<v Speaker 1>But then the story gets kind of interesting because for

0:40:18.320 --> 0:40:21.160
<v Speaker 1>many many years that was, uh, what was thought to

0:40:21.160 --> 0:40:24.000
<v Speaker 1>be an urban legend that Atari took those in other

0:40:24.080 --> 0:40:27.160
<v Speaker 1>games and buried them in a landfill in New Mexico

0:40:27.239 --> 0:40:30.440
<v Speaker 1>and covered it with concrete. Um. And for many years

0:40:30.640 --> 0:40:33.279
<v Speaker 1>that was like, now, that's just an urban legend. But

0:40:33.719 --> 0:40:36.160
<v Speaker 1>wasn't it last year that they finally dug them up.

0:40:36.280 --> 0:40:40.520
<v Speaker 1>It was actually April April two, and it was true. Yeah,

0:40:40.800 --> 0:40:43.120
<v Speaker 1>they found In fact, part of the legend. At one

0:40:43.160 --> 0:40:45.279
<v Speaker 1>point was saying, all right, yes they did it, but

0:40:45.320 --> 0:40:47.120
<v Speaker 1>first they crushed all the games, so all they're gonna

0:40:47.200 --> 0:40:49.600
<v Speaker 1>end up finding is black plastic. And this is of

0:40:49.600 --> 0:40:54.080
<v Speaker 1>of circuitry. Not true though. No, they found full intact cartridges.

0:40:54.160 --> 0:40:57.799
<v Speaker 1>Whether or not they still play is another question. Yeah,

0:40:57.800 --> 0:41:00.319
<v Speaker 1>and the truest irony those things were fetching some good

0:41:00.320 --> 0:41:02.759
<v Speaker 1>money on eBay. Man, it makes me wish I had

0:41:02.800 --> 0:41:04.680
<v Speaker 1>held onto my copy and just put a little dirt

0:41:04.719 --> 0:41:06.880
<v Speaker 1>on it and then said, like straight from New Mexico

0:41:07.080 --> 0:41:13.839
<v Speaker 1>may still play. Um yeah, but uh, because granted, psychological

0:41:13.840 --> 0:41:17.200
<v Speaker 1>scars never healed, but the money would have helped, right. Yeah,

0:41:17.520 --> 0:41:20.480
<v Speaker 1>So so that was not the death knell for Atari.

0:41:20.880 --> 0:41:23.520
<v Speaker 1>Some people like to say, but um, I saw one

0:41:23.560 --> 0:41:26.560
<v Speaker 1>writer put it, it may have been the final straw. Yeah,

0:41:26.640 --> 0:41:29.160
<v Speaker 1>I think. I think it's a great thing to point

0:41:29.160 --> 0:41:32.160
<v Speaker 1>out as a symbol of the issues that were that

0:41:32.239 --> 0:41:34.959
<v Speaker 1>came about with the video game crash. But that's way

0:41:35.000 --> 0:41:38.200
<v Speaker 1>more complex. Also, this two we're talking about the video

0:41:38.200 --> 0:41:41.040
<v Speaker 1>game crash happened in eight three. Yes, two big flops

0:41:41.040 --> 0:41:43.440
<v Speaker 1>though with pac Man and et and a lot of money.

0:41:43.719 --> 0:41:48.440
<v Speaker 1>You know, if Atari hadn't a squandered money elsewhere, they

0:41:48.440 --> 0:41:51.200
<v Speaker 1>could have survived the financial impact of both of these flops,

0:41:51.680 --> 0:41:54.319
<v Speaker 1>and they didn't themselves kill it off. On top of that,

0:41:54.360 --> 0:41:58.200
<v Speaker 1>we have the added problem that Atari was trying to

0:41:58.239 --> 0:42:01.040
<v Speaker 1>push a news system on to the market, the Atari

0:42:01.200 --> 0:42:05.840
<v Speaker 1>fifty two hundred super system coming out. It was based

0:42:05.840 --> 0:42:08.840
<v Speaker 1>off the four hundred slash eight hundred line of Atari computers.

0:42:09.360 --> 0:42:12.960
<v Speaker 1>The controllers had a joystick and a number pad. They

0:42:12.960 --> 0:42:17.640
<v Speaker 1>were big and hard to use, and they broke pretty easily.

0:42:18.000 --> 0:42:21.560
<v Speaker 1>But the joystick was interesting. Like the old uh Atari

0:42:21.640 --> 0:42:25.759
<v Speaker 1>joysticks were eight point analog joysticks UM, which meant that

0:42:26.160 --> 0:42:28.560
<v Speaker 1>it could only detect if the joystick was pressing down

0:42:28.560 --> 0:42:31.040
<v Speaker 1>on any of those eight points. This one was a

0:42:31.120 --> 0:42:34.319
<v Speaker 1>three hundred sixty degree analog joystick, giving you much more

0:42:34.360 --> 0:42:37.239
<v Speaker 1>precise control. But it was also non centering. There was

0:42:37.280 --> 0:42:39.480
<v Speaker 1>no spring to have it moved back to the center. Yeah,

0:42:39.480 --> 0:42:41.839
<v Speaker 1>they had a lot of problems with the joystick. Yeah,

0:42:41.840 --> 0:42:44.360
<v Speaker 1>and apparently Atari um had so many problems with the

0:42:44.400 --> 0:42:48.439
<v Speaker 1>joystick while the game was released. In release, they they

0:42:48.480 --> 0:42:51.120
<v Speaker 1>tried and reshipped like I don't know how many versions

0:42:51.120 --> 0:42:54.000
<v Speaker 1>of the joystick, like six or eight different versions. Well,

0:42:54.000 --> 0:42:57.839
<v Speaker 1>and on top of that, it couldn't play games. So

0:42:58.080 --> 0:43:00.320
<v Speaker 1>if if you are a really big deal, if you

0:43:00.400 --> 0:43:02.520
<v Speaker 1>had your library of games, I mean we all we

0:43:03.160 --> 0:43:07.120
<v Speaker 1>anyone who plays video games knows about issues with backwards compatibility.

0:43:07.520 --> 0:43:09.960
<v Speaker 1>We love it when a system is backwards compatible with

0:43:10.000 --> 0:43:12.920
<v Speaker 1>earlier systems, and we hate it when it's not, because

0:43:13.320 --> 0:43:17.400
<v Speaker 1>you spend all this money accruing a library of games

0:43:18.160 --> 0:43:20.560
<v Speaker 1>and you don't you know, you only have so many

0:43:20.600 --> 0:43:23.080
<v Speaker 1>options to hook things up to your TV. You don't

0:43:23.120 --> 0:43:28.080
<v Speaker 1>want to negate all that. So another blow against it

0:43:28.120 --> 0:43:31.719
<v Speaker 1>was that the games, in large part, we're just updates

0:43:31.719 --> 0:43:35.000
<v Speaker 1>of games, So you have to buy the same game twice,

0:43:35.080 --> 0:43:37.719
<v Speaker 1>you have to buy a new which people who buy

0:43:37.719 --> 0:43:39.680
<v Speaker 1>who have the Xbox One are probably laughing right now

0:43:39.719 --> 0:43:42.520
<v Speaker 1>because that's what's happening over there. Also the PS four.

0:43:42.960 --> 0:43:44.160
<v Speaker 1>Several of the games that have come out for the

0:43:44.200 --> 0:43:47.000
<v Speaker 1>PS four and the Xbox One over the last year

0:43:47.080 --> 0:43:51.160
<v Speaker 1>or so have been a remasters of games that came

0:43:51.160 --> 0:43:53.480
<v Speaker 1>out for the previous systems, like Grand Theft Auto five

0:43:53.560 --> 0:43:58.759
<v Speaker 1>is coming out this year for the Xbox One. Um well,

0:43:58.800 --> 0:44:03.120
<v Speaker 1>they're higher quality graphics. Sometimes there's also some added gameplay elements,

0:44:03.120 --> 0:44:05.480
<v Speaker 1>so it's not the exact same game. It is an enhancement.

0:44:06.040 --> 0:44:08.240
<v Speaker 1>But it does mean that if you had an Xbox

0:44:08.280 --> 0:44:10.399
<v Speaker 1>three sixty and a copy of Grand Theft Auto five,

0:44:11.080 --> 0:44:14.080
<v Speaker 1>now are you going to go and purchase a Grand

0:44:14.080 --> 0:44:17.160
<v Speaker 1>Theft Auto five for your Xbox One, because even with

0:44:17.320 --> 0:44:20.480
<v Speaker 1>the enhancements, there's something in your brain that's saying, you

0:44:20.560 --> 0:44:24.479
<v Speaker 1>bought this once already, you know, like, you know, yeah,

0:44:24.480 --> 0:44:26.359
<v Speaker 1>I might have more stuff in it, but you still

0:44:26.400 --> 0:44:29.160
<v Speaker 1>did buy it already. H. This was also the year

0:44:29.200 --> 0:44:32.440
<v Speaker 1>when Pitfall came out, so insult to injury for Atari

0:44:32.480 --> 0:44:35.880
<v Speaker 1>because you're having all these issues and and meanwhile Activision

0:44:35.880 --> 0:44:39.960
<v Speaker 1>puts out Pitfall. Also, j Minor, who designed the Atari

0:44:40.040 --> 0:44:43.640
<v Speaker 1>eight hundred chips set, left Attari to design a new

0:44:43.680 --> 0:44:48.040
<v Speaker 1>computer called the Amiga, which was based off similar chip

0:44:48.120 --> 0:44:50.680
<v Speaker 1>set idea um and that was originally going to be

0:44:50.719 --> 0:44:53.160
<v Speaker 1>a video game console but was reimagined as a general

0:44:53.200 --> 0:44:59.800
<v Speaker 1>purpose computer. Because now we're the video game market comes

0:45:00.200 --> 0:45:04.320
<v Speaker 1>rashing down, especially the home video game market, specifically the

0:45:04.360 --> 0:45:06.799
<v Speaker 1>home video game market, and tech Stuff did a full

0:45:06.920 --> 0:45:10.719
<v Speaker 1>episode on the Great Video Game Crash. UH. We're still

0:45:10.719 --> 0:45:13.560
<v Speaker 1>going to talk about some because obviously it was monumentally

0:45:13.640 --> 0:45:17.760
<v Speaker 1>important in the history of Atari. Part of the issue

0:45:17.840 --> 0:45:21.120
<v Speaker 1>was that you had this enormous number of crappy games

0:45:21.160 --> 0:45:26.560
<v Speaker 1>coming from all these third party UH companies. Plus Atari

0:45:26.680 --> 0:45:29.239
<v Speaker 1>had already made some really bad first party games like

0:45:29.400 --> 0:45:33.640
<v Speaker 1>the Pac Man version and the et game so well,

0:45:33.680 --> 0:45:36.560
<v Speaker 1>not only that, and not just the games, but there were, um,

0:45:36.680 --> 0:45:40.000
<v Speaker 1>there was console were I mean, if you look at

0:45:40.000 --> 0:45:43.160
<v Speaker 1>the the list of the console games that came out

0:45:44.120 --> 0:45:47.200
<v Speaker 1>that were just barely even made a register in the market.

0:45:48.000 --> 0:45:50.640
<v Speaker 1>H it was just it was flooded with it. You know,

0:45:50.640 --> 0:45:53.359
<v Speaker 1>it's just a glood of bad games, bad consoles. Yeah, yeah,

0:45:53.440 --> 0:45:55.319
<v Speaker 1>I mean, you know, we talked about the Intellivision, the

0:45:55.320 --> 0:45:59.719
<v Speaker 1>Click of Vision, and the Atari twenty. There were a

0:45:59.719 --> 0:46:02.840
<v Speaker 1>lot of other consoles that hit the market because everyone

0:46:02.920 --> 0:46:05.279
<v Speaker 1>saw this as a way to make huge amounts of money.

0:46:05.320 --> 0:46:09.160
<v Speaker 1>I mean, Atari had proven that this was a multimillion

0:46:09.200 --> 0:46:11.920
<v Speaker 1>dollar industry and everyone wanted a piece of that. But

0:46:11.960 --> 0:46:15.879
<v Speaker 1>the problem was now you had a glut of consoles

0:46:15.880 --> 0:46:18.120
<v Speaker 1>and games. It was there was confusion in the marketplace.

0:46:18.120 --> 0:46:22.120
<v Speaker 1>I mean, imagine Chuck for a moment, your parents going

0:46:22.200 --> 0:46:25.800
<v Speaker 1>to the toy store and thinking, this is the game

0:46:25.840 --> 0:46:28.560
<v Speaker 1>he wants, and it says in television across the top,

0:46:28.640 --> 0:46:32.120
<v Speaker 1>not Atari, and they buy it, not knowing that this

0:46:32.280 --> 0:46:35.560
<v Speaker 1>was for a totally different game console system. I mean

0:46:35.560 --> 0:46:38.000
<v Speaker 1>it was and only that we had all these elements,

0:46:38.320 --> 0:46:42.759
<v Speaker 1>you also had the burgeoning personal computer market. Yeah, that's

0:46:42.760 --> 0:46:47.040
<v Speaker 1>the thing. It wasn't like the home tech was was

0:46:47.200 --> 0:46:50.440
<v Speaker 1>bottoming out. Computers were more popular than ever, and they

0:46:50.480 --> 0:46:53.799
<v Speaker 1>started to market. Hey, you can play games and do

0:46:53.960 --> 0:46:56.560
<v Speaker 1>home computing on these things, So why just get this

0:46:56.880 --> 0:46:58.960
<v Speaker 1>console that just plays games? You can this is going

0:46:59.040 --> 0:47:00.520
<v Speaker 1>to be the thing of the past. Actually, you can

0:47:00.560 --> 0:47:03.520
<v Speaker 1>get this thing that lets lets your kids waste hours

0:47:03.560 --> 0:47:05.920
<v Speaker 1>and hours staring at the TV as they move a

0:47:05.960 --> 0:47:09.040
<v Speaker 1>little dot around. Or you could get our thing which

0:47:09.080 --> 0:47:10.680
<v Speaker 1>lets the play games that they want to, but it

0:47:10.760 --> 0:47:13.960
<v Speaker 1>also lets them do their homework and you can do

0:47:14.040 --> 0:47:17.120
<v Speaker 1>your taxes and all this kind of stuff. And I

0:47:17.160 --> 0:47:20.600
<v Speaker 1>mean it was a very compelling argument. So this combination

0:47:20.680 --> 0:47:24.120
<v Speaker 1>of events caused the market to just bottom out. You

0:47:24.200 --> 0:47:29.560
<v Speaker 1>had stories of games discounting, or stores like toy stores

0:47:29.600 --> 0:47:32.520
<v Speaker 1>discounting games putting them in bargain bins where you get, like,

0:47:32.960 --> 0:47:36.120
<v Speaker 1>you know, a dollar or two bucks to pick up

0:47:36.160 --> 0:47:40.280
<v Speaker 1>these cartridges. So was I quality was not an issue?

0:47:40.280 --> 0:47:45.799
<v Speaker 1>I was like, I want quantity you all right? Well

0:47:45.840 --> 0:47:47.560
<v Speaker 1>you know that was I mowed the lawn for that.

0:47:48.560 --> 0:47:50.800
<v Speaker 1>The lawn will regrow and I will mow it again.

0:47:51.520 --> 0:47:57.960
<v Speaker 1>Um and uh. Also, Atari made another dumb mistake, which

0:47:58.400 --> 0:48:01.759
<v Speaker 1>I can't completely blame them for. Alright, So there were

0:48:01.800 --> 0:48:05.600
<v Speaker 1>some issues that happened, the video game crash, the ET Plan,

0:48:05.719 --> 0:48:08.480
<v Speaker 1>the pac Man Plan. There was also supposedly some questionable

0:48:08.560 --> 0:48:12.319
<v Speaker 1>stock dealings that led Attari to the border directions to

0:48:12.520 --> 0:48:16.080
<v Speaker 1>fire the CEO, Ray Kassar. Yeah, and I don't know

0:48:16.120 --> 0:48:18.919
<v Speaker 1>if Kassar was. He had not made the best moves

0:48:18.960 --> 0:48:22.520
<v Speaker 1>for that company anyway, So it wasn't like Bushnell leaving,

0:48:23.239 --> 0:48:26.600
<v Speaker 1>but um it was. It definitely made the company unstable. Yeah,

0:48:26.680 --> 0:48:29.640
<v Speaker 1>so he was pushed out. A guy named James J.

0:48:29.800 --> 0:48:32.879
<v Speaker 1>Morgan would take over as CEO. But here was something

0:48:32.880 --> 0:48:36.600
<v Speaker 1>else that was going on behind the scenes, EDITORI that

0:48:36.719 --> 0:48:42.520
<v Speaker 1>could have totally helped the company coast through the video

0:48:42.560 --> 0:48:45.880
<v Speaker 1>game crash and rise to new heights. There was a

0:48:45.880 --> 0:48:50.720
<v Speaker 1>company in Japan, company that started out selling playing cards.

0:48:51.160 --> 0:48:54.920
<v Speaker 1>That's how it started. It made a game console in

0:48:55.000 --> 0:49:00.319
<v Speaker 1>Japan referred to as the fami Com. We know it

0:49:00.320 --> 0:49:05.080
<v Speaker 1>as the Nintendo Entertainment System. In a nineteen three, Nintendo

0:49:05.120 --> 0:49:08.279
<v Speaker 1>and Atari were in talks for Atari to be the

0:49:08.360 --> 0:49:13.520
<v Speaker 1>United States distributor of the Famicom Entertainment System. They said, well,

0:49:13.560 --> 0:49:16.719
<v Speaker 1>we'll keep Japan Yeah, Atari's big over there. You guys

0:49:16.880 --> 0:49:18.960
<v Speaker 1>do a great job. Let's partner up. Yeah, you can

0:49:19.000 --> 0:49:21.680
<v Speaker 1>put your branding on it. We'll have it all planned

0:49:21.680 --> 0:49:25.200
<v Speaker 1>out to be a partnership and Nintendo was moving forward

0:49:25.280 --> 0:49:27.640
<v Speaker 1>with our Atari and Nintendo were moving forward with this,

0:49:28.239 --> 0:49:31.120
<v Speaker 1>but there are a couple of things that caused some hiccups.

0:49:31.120 --> 0:49:34.240
<v Speaker 1>One of them was that Kaliko was shipping the Clico

0:49:34.400 --> 0:49:38.399
<v Speaker 1>Vision with Donkey Kong. Donkey Kong is a Nintendo game,

0:49:38.440 --> 0:49:41.560
<v Speaker 1>and under this agreement, this partnership agreement, Attari was supposed

0:49:41.600 --> 0:49:46.319
<v Speaker 1>to get exclusive rights to Nintendo games, and so the

0:49:46.360 --> 0:49:50.200
<v Speaker 1>fact that a Nintendo game was appearing on a Collico

0:49:50.320 --> 0:49:55.399
<v Speaker 1>product caused this deal to slow down. Meanwhile, Kassar, who

0:49:55.440 --> 0:49:57.759
<v Speaker 1>was kind of the moving force of this deal, this

0:49:57.840 --> 0:50:02.360
<v Speaker 1>could have been his redemption. He's fired. Now there's no

0:50:02.360 --> 0:50:04.279
<v Speaker 1>one at the ship who was actually in charge of

0:50:04.320 --> 0:50:08.319
<v Speaker 1>this deal. And yeah, and there's no one for them

0:50:08.360 --> 0:50:10.480
<v Speaker 1>to talk to anymore. So they said, you know what,

0:50:11.120 --> 0:50:14.399
<v Speaker 1>we're gonna try this ourselves. We're gonna work on this

0:50:14.600 --> 0:50:16.040
<v Speaker 1>and in a couple of years, we're gonna launch in

0:50:16.040 --> 0:50:18.759
<v Speaker 1>the United States under our own brand name. And that's

0:50:18.800 --> 0:50:22.480
<v Speaker 1>what they did. But with just a couple of changes

0:50:22.480 --> 0:50:27.960
<v Speaker 1>in history. Atari could have been Nintendo Nintendo. Yeah, it

0:50:27.960 --> 0:50:31.680
<v Speaker 1>could have been the Atari Entertainment System. And uh and

0:50:31.719 --> 0:50:34.280
<v Speaker 1>by the way, the reason it's called the entertainment system

0:50:34.600 --> 0:50:37.640
<v Speaker 1>is because by that point Nintendo had seen the video

0:50:37.680 --> 0:50:40.160
<v Speaker 1>game market crashed and there was now this kind of

0:50:40.200 --> 0:50:42.640
<v Speaker 1>stigma against video games. So they said, let's call it

0:50:42.680 --> 0:50:45.600
<v Speaker 1>an entertainment system. We won't call it a video game system,

0:50:45.719 --> 0:50:48.279
<v Speaker 1>and we'll make it look very you know, boxy and

0:50:49.320 --> 0:50:51.400
<v Speaker 1>r Yeah, and it'll sit on the shelf and your

0:50:51.400 --> 0:50:53.480
<v Speaker 1>parents won't mind it. It It won't look like some crazy

0:50:53.520 --> 0:50:57.680
<v Speaker 1>game and very savvy move. As it turns out, Nintendo

0:50:57.760 --> 0:51:02.080
<v Speaker 1>made all the right decisions there, so really rough times

0:51:02.120 --> 0:51:05.319
<v Speaker 1>for a Torii. Um. And this is also when the

0:51:05.480 --> 0:51:09.800
<v Speaker 1>arcade branch of Atari released the licensed first person space

0:51:09.840 --> 0:51:13.600
<v Speaker 1>simulator game. That's my favorite arcade game of all time, Chuck,

0:51:13.640 --> 0:51:16.600
<v Speaker 1>what do you think it is? Oh? Gee, I don't know.

0:51:16.840 --> 0:51:21.000
<v Speaker 1>It's a first person game. First person it's a space setting,

0:51:22.040 --> 0:51:29.319
<v Speaker 1>vector graphics, voices from a movie. Yes, my favorite arcade game,

0:51:29.360 --> 0:51:33.040
<v Speaker 1>Real Time Star Wars. Yeah, you know, I didn't. Oddly enough,

0:51:33.200 --> 0:51:36.120
<v Speaker 1>I didn't play that that much. I if I found

0:51:36.120 --> 0:51:39.680
<v Speaker 1>an arcade that had the cockpit version where you sat

0:51:39.760 --> 0:51:43.360
<v Speaker 1>down and you held onto that yoke and the music

0:51:43.400 --> 0:51:46.040
<v Speaker 1>would come up. And you know, keep in mind, guys,

0:51:46.120 --> 0:51:50.040
<v Speaker 1>this is not like orchestra level music, but it sounded

0:51:50.120 --> 0:51:54.520
<v Speaker 1>good at the times, and it actually had the voices

0:51:54.560 --> 0:51:56.320
<v Speaker 1>of the actors in there too. You would hear Obi

0:51:56.400 --> 0:51:59.000
<v Speaker 1>Wan say the Force will be with you always, right.

0:52:00.440 --> 0:52:05.120
<v Speaker 1>I loved this game without reservation, my favorite game of

0:52:05.120 --> 0:52:08.680
<v Speaker 1>all time. If I could actually find a version of this,

0:52:09.400 --> 0:52:12.759
<v Speaker 1>I would buy it for you. Yeah. The hardest thing

0:52:12.800 --> 0:52:15.000
<v Speaker 1>would be talking to my wife and saying, you know,

0:52:15.000 --> 0:52:16.840
<v Speaker 1>where are we gonna put this in the limited space

0:52:16.840 --> 0:52:18.360
<v Speaker 1>in our house. I know it would have to go

0:52:18.400 --> 0:52:20.399
<v Speaker 1>in my office. I just don't know how I would

0:52:20.440 --> 0:52:22.719
<v Speaker 1>make room in their room. I would make room. I

0:52:22.719 --> 0:52:24.640
<v Speaker 1>couldn't get the cockpit version. That would be way too big.

0:52:24.680 --> 0:52:26.080
<v Speaker 1>I'd have to get the stand up version. But hey,

0:52:26.120 --> 0:52:27.719
<v Speaker 1>if you've got a stand up cabinet version of Star

0:52:27.760 --> 0:52:29.920
<v Speaker 1>Wars you're looking to unload and it works, let me know,

0:52:30.560 --> 0:52:34.320
<v Speaker 1>or let Chuck know, because he's gonna buy it foray Um. Also,

0:52:36.040 --> 0:52:39.520
<v Speaker 1>two other games would get Atari to release them in Europe,

0:52:39.520 --> 0:52:41.920
<v Speaker 1>not in the United States. The United States a different distributor.

0:52:42.280 --> 0:52:44.840
<v Speaker 1>But there were two other games that were really important

0:52:44.840 --> 0:52:49.479
<v Speaker 1>in the history of video games, dragons Layer and Space Ace. Yeah.

0:52:49.560 --> 0:52:52.360
<v Speaker 1>Dragons Layer, remember was that was the first game that

0:52:52.520 --> 0:52:55.759
<v Speaker 1>used um laser disc. Yeah, it was. It was the graphics.

0:52:56.640 --> 0:52:59.719
<v Speaker 1>It was animated cart Yeah. Don Bluth did all the animation.

0:53:00.480 --> 0:53:02.600
<v Speaker 1>He was a Disney animator for a long time, worked

0:53:02.600 --> 0:53:05.799
<v Speaker 1>on Oliver and Company and other game movies. Also did

0:53:05.920 --> 0:53:09.359
<v Speaker 1>uh five Old the five Old movies like American Tale those. Yeah.

0:53:09.400 --> 0:53:12.440
<v Speaker 1>The gameplay I remember wasn't great though, because you couldn't

0:53:12.440 --> 0:53:16.600
<v Speaker 1>really control live wasn't Didn't You make moves and then

0:53:16.600 --> 0:53:18.560
<v Speaker 1>it would play it out. Yeah. The way the way

0:53:18.600 --> 0:53:20.879
<v Speaker 1>it would work is there would be a moment where

0:53:21.000 --> 0:53:24.279
<v Speaker 1>you had to put in a command, whether it was left, right, up,

0:53:24.320 --> 0:53:27.720
<v Speaker 1>down or sword swing whatever. Uh, And if you didn't

0:53:27.719 --> 0:53:30.880
<v Speaker 1>do it at the exact time the right move, you died,

0:53:31.280 --> 0:53:33.279
<v Speaker 1>and if you did you would progress to the next

0:53:33.280 --> 0:53:35.640
<v Speaker 1>scene and it was essentially play out like yeah, I

0:53:35.640 --> 0:53:38.759
<v Speaker 1>remember now. I remember thinking, man, that looks amazing when

0:53:38.840 --> 0:53:41.040
<v Speaker 1>me put my quarter in and then saying this sucks

0:53:41.040 --> 0:53:43.319
<v Speaker 1>and going to play like right, well, you'd you'd put

0:53:43.320 --> 0:53:46.320
<v Speaker 1>your your four quarters then right because that was really expensible.

0:53:46.360 --> 0:53:47.719
<v Speaker 1>It was either I think it actually might have been

0:53:47.719 --> 0:53:49.600
<v Speaker 1>the first game to go fifty cents. Well it was.

0:53:49.719 --> 0:53:52.520
<v Speaker 1>It was tokens at the time. I remember you would

0:53:52.800 --> 0:53:55.520
<v Speaker 1>go on Tuesdays to battle Zone and you would get

0:53:55.840 --> 0:53:58.279
<v Speaker 1>like twenty tokens for a dollar. I remember what was it?

0:53:58.400 --> 0:54:01.320
<v Speaker 1>The good deal going? Was the one the gold nuggets

0:54:01.320 --> 0:54:04.600
<v Speaker 1>something like that. There was there was one that there

0:54:04.640 --> 0:54:07.479
<v Speaker 1>was I think it was a Gwynette actually, um because

0:54:07.520 --> 0:54:11.400
<v Speaker 1>oh oh no, Northlake Mall had the the gold Mine,

0:54:11.520 --> 0:54:13.920
<v Speaker 1>gold Mine, that's it. Gold Mine. That was one of

0:54:13.920 --> 0:54:17.960
<v Speaker 1>the great mall arcades. Yeah, in Atlanta, and then Fantastic. Well,

0:54:18.000 --> 0:54:20.920
<v Speaker 1>you know what we is gonna be a three partner.

0:54:20.920 --> 0:54:22.839
<v Speaker 1>It's gonna be a three partner. We we talked about

0:54:22.840 --> 0:54:24.759
<v Speaker 1>the possibility of it being a three partner in the game.

0:54:25.040 --> 0:54:29.200
<v Speaker 1>And we are now fifty five minutes in and we

0:54:29.280 --> 0:54:32.319
<v Speaker 1>still have the rest of atari. We we just hit three.

0:54:32.360 --> 0:54:35.480
<v Speaker 1>But here's here's the good news, folks. From to the

0:54:35.480 --> 0:54:38.719
<v Speaker 1>present day, a lot of stuff happens, but we don't

0:54:38.760 --> 0:54:41.160
<v Speaker 1>have a whole lot to say about each individual part.

0:54:41.520 --> 0:54:43.920
<v Speaker 1>We just have to explain what goes on from a

0:54:43.960 --> 0:54:46.920
<v Speaker 1>corporate level. But I think we can clearly say that

0:54:46.960 --> 0:54:51.680
<v Speaker 1>the video game crash. If you don't consider Bushnell selling

0:54:51.960 --> 0:54:54.960
<v Speaker 1>Atari to Warner as being its first death, this has

0:54:55.080 --> 0:54:57.440
<v Speaker 1>got to be the first death because the company was

0:54:57.719 --> 0:55:02.879
<v Speaker 1>absolutely devastated by this. The arcade business was still going

0:55:02.960 --> 0:55:06.839
<v Speaker 1>fairly well, but the home video game market completely bottomed out.

0:55:07.320 --> 0:55:11.520
<v Speaker 1>I hope you enjoyed that continuation of the Atari story. Uh,

0:55:11.680 --> 0:55:13.239
<v Speaker 1>there are a lot of parts of the story that

0:55:13.320 --> 0:55:16.560
<v Speaker 1>I think I would actually amend now, But the reason

0:55:16.719 --> 0:55:19.400
<v Speaker 1>why I wanted to present it is because I had

0:55:19.440 --> 0:55:21.319
<v Speaker 1>a lot of fun working on these episodes back in

0:55:21.360 --> 0:55:24.440
<v Speaker 1>two thousand fifteen and really wanted to present them again.

0:55:24.680 --> 0:55:27.200
<v Speaker 1>But yeah, if you want to listen to more of

0:55:27.239 --> 0:55:30.719
<v Speaker 1>this after next week's part three, then I do recommend

0:55:30.800 --> 0:55:33.120
<v Speaker 1>checking out the more recent episode I did about the

0:55:33.200 --> 0:55:39.200
<v Speaker 1>video game Crash, of which heavily ties into Atri's history

0:55:39.239 --> 0:55:42.279
<v Speaker 1>as well. But if you have suggestions for topics I

0:55:42.320 --> 0:55:45.839
<v Speaker 1>should cover in future episodes of tech Stuff, please reach

0:55:45.880 --> 0:55:47.719
<v Speaker 1>out to me. You can do so on Twitter. The

0:55:47.760 --> 0:55:50.000
<v Speaker 1>handle for the show is tech Stuff H s W.

0:55:50.600 --> 0:55:59.000
<v Speaker 1>I'll talk to you again really soon. Tex Stuff is

0:55:59.000 --> 0:56:02.200
<v Speaker 1>an I Heart Radio production. For more podcasts from I

0:56:02.280 --> 0:56:05.919
<v Speaker 1>Heart Radio, visit the I heart Radio app, Apple podcasts,

0:56:06.000 --> 0:56:12.520
<v Speaker 1>or wherever you listen to your favorite shows. H