WEBVTT - The Komplicated Story of Midway Games

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<v Speaker 1>Welcome to tech Stuff, a production from I 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. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech and Way back in

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<v Speaker 1>twenty Holy Cow, more than a decade ago, tech Stuff

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<v Speaker 1>did an episode that was a profile about Midway Games,

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<v Speaker 1>and the company Midway was going through bankruptcy at that time,

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<v Speaker 1>and it would effectively cease to be by two thousand

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<v Speaker 1>and eleven. But the story of Midway is a really

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<v Speaker 1>complicated one and it involves a lot of other companies

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<v Speaker 1>as well. And while the company that fizzled out in

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<v Speaker 1>can technically trace its history back to arguably you could

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<v Speaker 1>go even earlier, it wouldn't be fair to say that

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<v Speaker 1>was really the same come monny, throughout all that time, plus,

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<v Speaker 1>titles that Midway created are still going strong today years

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<v Speaker 1>after the company has gone away, as there is a

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<v Speaker 1>new Mortal Kombat movie preparing to finish up on the

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<v Speaker 1>big or more likely for most of us, the slightly

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<v Speaker 1>less big screen. I figured that we could learn more

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<v Speaker 1>about Midway, its history, it's influence on video games, the

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<v Speaker 1>development of Mortal Kombat in particular, and While I could

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<v Speaker 1>dive into excruciating detail, I'm not going to. This is

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<v Speaker 1>going to be more of a summary than a full account,

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<v Speaker 1>because to go year by year would be tedious. Uh,

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<v Speaker 1>Midway has been involved in tons of different coin operated

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<v Speaker 1>amusements and then later on the home market, so we're

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<v Speaker 1>gonna take kind of a very high level view, but

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<v Speaker 1>it also means we're gonna have to look at a

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<v Speaker 1>lot of other stuff. So along the way we will

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<v Speaker 1>learn about coin operated our acade games and amusements, how

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<v Speaker 1>the video game crash affected the arcade industry, and more.

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<v Speaker 1>But our story begins well before there ever was a

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<v Speaker 1>Midway Games. We're actually going to look at a time

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<v Speaker 1>that happened a century before Midway Games was founded. But

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<v Speaker 1>don't worry, we're not again going to go into deep

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<v Speaker 1>detail here. It is fascinating, but around the eighteen seventies,

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<v Speaker 1>clever engineers figured out ways to make machines that could

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<v Speaker 1>deliver some sort of product or service automatically in exchange

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<v Speaker 1>for a coin. So a coin operated device, you might

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<v Speaker 1>put a penny in a slot and then maybe a

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<v Speaker 1>little ten figures like T I N ten figures begin

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<v Speaker 1>to race around a race track. Or jazz band might

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<v Speaker 1>appear to dance around as music plays from the machine.

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<v Speaker 1>By the way, if you're ever in San Francisco, I

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<v Speaker 1>highly recommend you check out muse A Mechanique. It is

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<v Speaker 1>a an entire museum dedicated to coin operated devices, ranging

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<v Speaker 1>from games like pinball two very odd and specific implementations.

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<v Speaker 1>It is a fascinating place and I love it very much.

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<v Speaker 1>Also kind of creepy. But the basic business model of

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<v Speaker 1>this whole operation was that you have a company that

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<v Speaker 1>builds these sorts of machines, right They specialize in creating

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<v Speaker 1>the clockwork or mechanics that actually do the thing. And

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<v Speaker 1>then that company, once making this machine, would sell that

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<v Speaker 1>machine to various business owners, and the owner might run

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<v Speaker 1>a bar or maybe an amusement park or carnival or

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<v Speaker 1>a bowling alley or whatever, and the owner would then

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<v Speaker 1>recoup the cost of that purchase a penny or much

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<v Speaker 1>much later a quarter at a time. So as long

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<v Speaker 1>as the machine was in good working order and people

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<v Speaker 1>liked whatever it was the machine did, it would become

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<v Speaker 1>a revenue generator and eventually turn a profit if you

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<v Speaker 1>could run it for long enough. There's a great story

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<v Speaker 1>of a sort of proto coin up device I want

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<v Speaker 1>to talk about for a second. It came from the UK,

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<v Speaker 1>specifically London, even more specifically Fleet Street, where a barber

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<v Speaker 1>of some renown was known to cooperate with a local

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<v Speaker 1>pie shop owner. But that's a musical for another time. Anyway,

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<v Speaker 1>there was a bookseller and political agitator named Richard Carlisle

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<v Speaker 1>who had this weird idea that it wasn't totally fair

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<v Speaker 1>that only about three percent of the UK's population actually

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<v Speaker 1>had the right to vote. So he set up a

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<v Speaker 1>bookseller shop on Fleet Street. And the authorities didn't really

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<v Speaker 1>care for some of the literature he was selling, and

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<v Speaker 1>they brought upon him charges that he was knowingly selling

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<v Speaker 1>prohibited books. Carlisle came up with what thought was a

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<v Speaker 1>pretty clever workaround of this. He installed a shoot near

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<v Speaker 1>the front of his shops. So there is a wall

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<v Speaker 1>there and a little shoot a slot that was right

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<v Speaker 1>there at the front, and there was also a coin

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<v Speaker 1>slot and a dial next to the shoot, and customers

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<v Speaker 1>could come in. They could put a coin into the slot,

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<v Speaker 1>and then they would turn the dial to a number

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<v Speaker 1>that would correspond to a specific title of a book

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<v Speaker 1>that would otherwise prohibited, and then the respective literature would

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<v Speaker 1>come down the shoot and the customer would pick it

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<v Speaker 1>up and walk away. Now, the only reason this doesn't

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<v Speaker 1>actually fall into a true coin op is that behind

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<v Speaker 1>the scenes there was no automatic vending system. Carlisle had

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<v Speaker 1>employees who were behind that wall. They could see what

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<v Speaker 1>number of the dial was set to and then they

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<v Speaker 1>would select the appropriate piece of literature and slide it

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<v Speaker 1>down the shoote by hand. And carl Le wasn't trying

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<v Speaker 1>to fool anyone into thinking the was an automatic system.

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<v Speaker 1>He just wanted plausible deniability. If the fuzz came by,

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<v Speaker 1>then Carlisle could claim that the customer would be unable

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<v Speaker 1>to say who it was that sold them the book

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<v Speaker 1>because whomever it was was behind a wall. Reportedly, this

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<v Speaker 1>defense wasn't really impressive to the coppers and not found

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<v Speaker 1>to be legally sound, but by the eighteen seventies the

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<v Speaker 1>basics of coin operation and automation had really taken shape.

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<v Speaker 1>Penny arcades would then become a thing, and they were

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<v Speaker 1>extremely popular from the eighteen nineties into the first few

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<v Speaker 1>years of the twentieth century. So these were areas that

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<v Speaker 1>were specifically set aside to hold different amusements that were

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<v Speaker 1>operated by the insertion of a penny, and then you

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<v Speaker 1>would get to do whatever it was like. It might

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<v Speaker 1>be a game, or it might even be sort of

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<v Speaker 1>like a little movie. There were these devices called muto scopes.

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<v Speaker 1>They did not mutate people. Rather, they were kind of

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<v Speaker 1>a predecessor to motion pictures, and they allowed people to

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<v Speaker 1>watch short, silent movies. It was really a series of photographs.

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<v Speaker 1>I mean all movies are really those, a series of

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<v Speaker 1>photographs that were mounted on stiff cards that were then

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<v Speaker 1>in turn mounted on a round drum. So the machine,

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<v Speaker 1>once you put a pinnion, would rotate the drum and

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<v Speaker 1>that would present these photographs in series at a speed

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<v Speaker 1>fast enough to create the illusion of animation. Many of

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<v Speaker 1>these early devices were of a rather salacious nature. They

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<v Speaker 1>featured movies of young women cavorting in various stages of undress,

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<v Speaker 1>and each device was dedicated to a specific film, sometimes

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<v Speaker 1>with incredibly evocative titles like what the Butler Saw. This

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<v Speaker 1>also meant that the industry in general of the coin

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<v Speaker 1>op world was starting to get a bad name for itself. Uh.

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<v Speaker 1>A lot of the people behind it also abandoned it

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<v Speaker 1>because they started to get into the actual motion picture industry.

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<v Speaker 1>So for a couple of different reasons, the penny arcades

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<v Speaker 1>began to have a bit of a decline in popularity,

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<v Speaker 1>and they definitely had a stigma attached to them. I mean,

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<v Speaker 1>the fact that you had these little, you know, movie

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<v Speaker 1>machines showing off women partially undressed, meant that they were

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<v Speaker 1>essentially associated with a certain clientele of low repute. And

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<v Speaker 1>the next big advantage in coin operated amusements fell into

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<v Speaker 1>the gambling category, with like the early versions of slot machines,

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<v Speaker 1>and that further associated coin operated devices with the more

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<v Speaker 1>seedy elements of society. First you had peep shows, now

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<v Speaker 1>you got gambling. Such stuff attracts the wrong crowd, you know,

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<v Speaker 1>like hoodlums and gangsters and hop heads and whatnot, or

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<v Speaker 1>so thought the various guardians of virtue, many of whom

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<v Speaker 1>were self appointed. Meanwhile, some inventors were creating devices that

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<v Speaker 1>introduced games of skill rather than just games of chance.

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<v Speaker 1>So in other words, it was something where the person

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<v Speaker 1>putting in the coin actually had a chance to to

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<v Speaker 1>change the outcome in some way, as opposed to just

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<v Speaker 1>hoping that dumb chance makes a ball fall into a

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<v Speaker 1>particular pocket or something. But the association with stuff like

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<v Speaker 1>gambling and peep shows clung to these devices too, and

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<v Speaker 1>they were all kind of lumped into uh machines that

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<v Speaker 1>were guaranteed to send the country into moral decline. Then

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<v Speaker 1>we get into pinball, which similarly had to deal with

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<v Speaker 1>the problem that citizens of unimpeachable morality were sure that

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<v Speaker 1>pinball machines would lead the innocent youth astray and perhaps

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<v Speaker 1>serve as a front for organized crime. Serious of y'all.

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<v Speaker 1>And there were tons of other coin operated amusements, some

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<v Speaker 1>of which simulated various sports. So you could play a

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<v Speaker 1>sort of game of baseball or tennis on this mechanical device.

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<v Speaker 1>It was coin operated, and you would control these little

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<v Speaker 1>figures using different handles and wheels and other types of

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<v Speaker 1>you know, input devices. And and they were also early

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<v Speaker 1>pellet gun based games and later light gun based games,

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<v Speaker 1>so they were shooting games as well. Meanwhile, mass production

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<v Speaker 1>had also become a thing, with assembly lines and efficient

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<v Speaker 1>methods of making a lot of versions of the same product.

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<v Speaker 1>That led us to the birth of several companies that

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<v Speaker 1>started to specialize in coin operated entertainment. One of those

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<v Speaker 1>companies was Lynn Durance United manufacturing company, which would end

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<v Speaker 1>up being incredibly important for our story. It first burst

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<v Speaker 1>onto the scene in ninety two, but its first really

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<v Speaker 1>big hit was in had a bowling game called Shuffle Alley.

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<v Speaker 1>The game had these little cutouts that represented bowling pins.

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<v Speaker 1>They were suspended from hinged poles. So you would slide

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<v Speaker 1>a puck like device down the alley, uh, which really

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<v Speaker 1>is going kind of underneath where the pins are. But

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<v Speaker 1>as it goes down the alley, it would trigger these

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<v Speaker 1>little switches that corresponded to those suspended pins. So as

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<v Speaker 1>the puck would trigger the switch, those poles would flip

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<v Speaker 1>up and retract the pins, which represented that they had

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<v Speaker 1>been knocked down, like in a game of bowling. And

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<v Speaker 1>it was a really big hit. But more importantly, United

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<v Speaker 1>employed a couple of amusement designers who are critical to

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<v Speaker 1>our story. One was Marcine Iggy Wolverton. He went by Iggy.

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<v Speaker 1>I felt that Marcine was a uh an effeminate name

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<v Speaker 1>that he didn't want, and so he went with Iggy.

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<v Speaker 1>And he was an engineer who had worked on everything

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<v Speaker 1>from military aircraft in World War Two two juke boxes

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<v Speaker 1>before he actually joined United. The other was an electrical

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<v Speaker 1>engineer named Hank Ross, and together Wolverton and Ross worked

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<v Speaker 1>on lots of different amusements coin operated amusements, but in

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<v Speaker 1>the nineteen fifties, United was going through some financial difficulties

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<v Speaker 1>and Wolverton and Ross decided that they wanted to strike

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<v Speaker 1>out and found their own company. They did so in

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<v Speaker 1>Franklin Park, Illinois, and they named their company after the

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<v Speaker 1>nearby airport in Chicago. They called it the Midway Manufacturing Company,

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<v Speaker 1>and it officially became a thing in nineteen fifty eight.

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<v Speaker 1>Funding coincidence, the Midway is also the name for the

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<v Speaker 1>area in a carnival that hosts stuff like games and

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<v Speaker 1>amusement rides, so in this case the name of the

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<v Speaker 1>company had a sort of double meaning. Anyway, the two

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<v Speaker 1>men founded the company with a startup fund of just

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<v Speaker 1>around five thousand dollars, and they knew that they wouldn't

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<v Speaker 1>be able to compete on the same scale as the larger,

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<v Speaker 1>more established companies in the business, most of them located

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<v Speaker 1>out of Chicago, so their plan was to keep costs

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<v Speaker 1>low so that they could sell their games and their

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<v Speaker 1>amusements for lower prices than other companies. The margins would

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<v Speaker 1>be small it would be hard work, but they figured

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<v Speaker 1>they could carve out a place in the market for themselves.

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<v Speaker 1>That way, they might not get rich, but they thought

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<v Speaker 1>they could make some interesting games and devices and earn

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<v Speaker 1>a good living. Their first game was called Bumper Shuffle,

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<v Speaker 1>a sort of shuffle board game with bumpers similar to

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<v Speaker 1>what you would see in a pinball machine. But their

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<v Speaker 1>first big hit came out in nineteen sixty It was

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<v Speaker 1>Shooting Gallery, and it used a pellet gun. It was

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<v Speaker 1>such a hit that shooting games became a cornerstone of

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<v Speaker 1>their business. They also kept innovating. In nineteen sixty four,

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<v Speaker 1>they created a system in which the machine would automatically

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<v Speaker 1>speed up the moving targets as players scored more points, so,

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<v Speaker 1>in other words, the game got more difficult if you

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<v Speaker 1>were good at it kept the game interesting for like

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<v Speaker 1>highly skilled players. They also introduced targets that were covered

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<v Speaker 1>in fluorescent paint, and they started to use black lights

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<v Speaker 1>and some of their games, and both of those innovations

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<v Speaker 1>would find their ways into shooting games moving forward. Before long,

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<v Speaker 1>the demand was high enough that it required them to

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<v Speaker 1>move to a larger building to house their operations. In

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<v Speaker 1>nineteen sixty six, Midway, the company that was going to

0:14:33.560 --> 0:14:38.960
<v Speaker 1>be a scrappy little underdog had become an overdog, or

0:14:39.000 --> 0:14:41.560
<v Speaker 1>maybe just a dog whatever I mean. It got big,

0:14:42.040 --> 0:14:44.800
<v Speaker 1>big enough to stand toe to toe with the four

0:14:44.920 --> 0:14:51.400
<v Speaker 1>other big coin operated companies in the United States GOTTLIEB Williams, Bally,

0:14:51.880 --> 0:14:56.480
<v Speaker 1>and Chicago Coin and spoiler alert. Two of those four

0:14:56.720 --> 0:15:00.280
<v Speaker 1>are going to be incredibly important to our story. And

0:15:00.520 --> 0:15:02.120
<v Speaker 1>let's go ahead and get this one of those. In

0:15:02.200 --> 0:15:05.000
<v Speaker 1>nineteen sixty nine, there would be a big change in

0:15:05.000 --> 0:15:07.680
<v Speaker 1>the industry. That was the year that Bally bought out

0:15:07.840 --> 0:15:12.680
<v Speaker 1>Midway Manufacturing. Bally was known not just for coin operated amusements,

0:15:13.000 --> 0:15:16.880
<v Speaker 1>but specifically for gambling devices, though it had made its

0:15:16.920 --> 0:15:19.160
<v Speaker 1>name early on with pinball machines. And if you listen

0:15:19.200 --> 0:15:22.400
<v Speaker 1>to the whose song Pinball Wizard, you'll hear the lyric

0:15:22.760 --> 0:15:25.480
<v Speaker 1>I thought I was the Bally table King, but I

0:15:25.560 --> 0:15:29.040
<v Speaker 1>just handed my pinball crown to him. So yeah. Bally

0:15:29.160 --> 0:15:32.000
<v Speaker 1>also very much associated with pinball machines as well as

0:15:32.040 --> 0:15:36.520
<v Speaker 1>gambling machines. Bally itself had nearly collapsed in nineteen fifty eight,

0:15:36.600 --> 0:15:39.200
<v Speaker 1>that was the same year the Midway was founded. That

0:15:39.280 --> 0:15:43.280
<v Speaker 1>was when Bally's founder had passed away. A group of investors, however,

0:15:43.320 --> 0:15:46.000
<v Speaker 1>came in and purchased Bally's and the company went on

0:15:46.040 --> 0:15:49.080
<v Speaker 1>to produce updated slot machines kind of similar to the

0:15:49.160 --> 0:15:52.280
<v Speaker 1>ones that you might find in a casino today, of

0:15:52.320 --> 0:15:55.160
<v Speaker 1>the classic type, that is, and Bally had a near

0:15:55.200 --> 0:15:58.880
<v Speaker 1>monopoly on slot machines and casinos in Nevada and became

0:15:58.960 --> 0:16:02.880
<v Speaker 1>financially stable, in fact, flourishing enough to acquire Midway Manufacturing

0:16:02.920 --> 0:16:06.400
<v Speaker 1>in nineteen sixty nine. So at this time, the Midway

0:16:06.440 --> 0:16:10.600
<v Speaker 1>division was still making electro mechanical arcade devices. But in

0:16:10.640 --> 0:16:14.440
<v Speaker 1>the early nineteen seventies things changed. The birth of the

0:16:14.520 --> 0:16:17.600
<v Speaker 1>video game opened up new possibilities. You could make a

0:16:17.680 --> 0:16:21.000
<v Speaker 1>game that ran on code instead of on servos and

0:16:21.120 --> 0:16:24.880
<v Speaker 1>actuators and lightbulbs. You could reduce the number of possible

0:16:24.960 --> 0:16:28.080
<v Speaker 1>fail points, and that would reduce how much maintenance you

0:16:28.080 --> 0:16:31.280
<v Speaker 1>would have to perform on machines, and so Midway's focus

0:16:31.320 --> 0:16:35.720
<v Speaker 1>began to include video games. Early on, Midway established a

0:16:35.760 --> 0:16:40.160
<v Speaker 1>couple of incredibly important partnerships with Japanese companies. The first

0:16:40.280 --> 0:16:44.680
<v Speaker 1>was with Tito, which produced the phenomenally popular Space Invaders

0:16:44.760 --> 0:16:47.720
<v Speaker 1>video game. At the end of the nineteen seventies. Midway

0:16:47.760 --> 0:16:51.560
<v Speaker 1>would also become the North American distributor of Space Invaders,

0:16:51.720 --> 0:16:54.320
<v Speaker 1>and that got that company a lot of money. The

0:16:54.400 --> 0:16:57.840
<v Speaker 1>second big partnership was with Namco. That's the company that

0:16:57.880 --> 0:17:01.160
<v Speaker 1>brought us pac Man. So Midway introduced these games two

0:17:01.160 --> 0:17:05.320
<v Speaker 1>Americans who went gaga for them, and Midway, Tito, and

0:17:05.400 --> 0:17:10.040
<v Speaker 1>Namco all benefited from this relationship. Around this time, Valley

0:17:10.160 --> 0:17:15.680
<v Speaker 1>merged its own games division with Midway, creating Bally Midway. Previously,

0:17:16.040 --> 0:17:19.239
<v Speaker 1>both divisions had been making games like pinball machines on

0:17:19.320 --> 0:17:23.159
<v Speaker 1>their own. Now their forces were combined and they moved forward,

0:17:23.520 --> 0:17:27.400
<v Speaker 1>with Bally usually using its own name for the pinball

0:17:27.440 --> 0:17:32.000
<v Speaker 1>machines and using Midway for the arcade video machines. Midway

0:17:32.040 --> 0:17:35.240
<v Speaker 1>would also jump on some other opportunities. When a company

0:17:35.240 --> 0:17:39.960
<v Speaker 1>called General Computer Corporation created a modified version of pac Man,

0:17:40.400 --> 0:17:44.840
<v Speaker 1>Midway agreed to act as distributor, and through collaboration, this

0:17:44.920 --> 0:17:48.920
<v Speaker 1>game evolved into MS pac Man. It was fairly late

0:17:49.320 --> 0:17:52.600
<v Speaker 1>into that project when Midway actually bothered to seek out

0:17:52.680 --> 0:17:55.640
<v Speaker 1>the blessing of Namco that's the producer of the original

0:17:55.680 --> 0:17:58.879
<v Speaker 1>pac Man game. They were able to get it, obviously,

0:17:59.080 --> 0:18:01.399
<v Speaker 1>but they also had to agree to pay out royalties

0:18:01.440 --> 0:18:03.960
<v Speaker 1>to Namco for leaning so hard on the I P

0:18:04.320 --> 0:18:08.640
<v Speaker 1>And that only makes sense. So you had engineers, developers, artists,

0:18:08.640 --> 0:18:12.119
<v Speaker 1>and such working on games under the Bally Midway label.

0:18:12.400 --> 0:18:14.199
<v Speaker 1>When we come back, we're going to switch gears and

0:18:14.200 --> 0:18:17.639
<v Speaker 1>talk about a totally different company. But don't worry, it

0:18:17.680 --> 0:18:24.040
<v Speaker 1>all comes back together as we head toward Mortal Combat. Okay,

0:18:24.040 --> 0:18:33.720
<v Speaker 1>I'm gonna take a break now, all right, it's time

0:18:33.720 --> 0:18:36.280
<v Speaker 1>for us to backtrack a little bit. You might remember

0:18:36.359 --> 0:18:38.639
<v Speaker 1>before the break that when I listed out the big

0:18:38.720 --> 0:18:41.920
<v Speaker 1>coin op companies that emerged from the nineteen fifties, one

0:18:41.960 --> 0:18:46.760
<v Speaker 1>of them was called Williams, which also grew out of Chicago. Now,

0:18:46.800 --> 0:18:50.159
<v Speaker 1>remember when I mentioned United Manufacturing, that was the company

0:18:50.200 --> 0:18:53.560
<v Speaker 1>founded by Lynn Durant. Well, technically there was a co

0:18:53.720 --> 0:18:57.480
<v Speaker 1>founder to that company, Harry Williams, And that means you

0:18:57.480 --> 0:19:01.440
<v Speaker 1>can actually trace the history of both Midway and Williams

0:19:01.480 --> 0:19:04.640
<v Speaker 1>to this one company that produced coin op entertainments way

0:19:04.640 --> 0:19:08.119
<v Speaker 1>back in the nineteen forties. Harry Williams actually left United

0:19:08.160 --> 0:19:11.200
<v Speaker 1>after only a year of being with the company, and

0:19:11.240 --> 0:19:14.760
<v Speaker 1>then he formed his own Williams Manufacturing company in nineteen

0:19:14.880 --> 0:19:18.400
<v Speaker 1>forty three, Williams had already made a ton of contributions

0:19:18.440 --> 0:19:21.640
<v Speaker 1>to the development of games like pinball. He had actually

0:19:21.920 --> 0:19:25.600
<v Speaker 1>introduced elements like the tilt detector, which can tell if

0:19:26.000 --> 0:19:29.200
<v Speaker 1>someone's trying to nudge or tilt a pinball table in

0:19:29.320 --> 0:19:32.200
<v Speaker 1>order to control where the ball is going. If that happens,

0:19:32.560 --> 0:19:35.480
<v Speaker 1>they tilt detector shuts everything down and allows the ball

0:19:35.520 --> 0:19:37.560
<v Speaker 1>to drain. It's kind of a punishment for people who

0:19:37.560 --> 0:19:40.240
<v Speaker 1>are trying to cheat the game. He also introduced the

0:19:40.320 --> 0:19:43.040
<v Speaker 1>concept of a free play. If a player achieved a

0:19:43.080 --> 0:19:47.000
<v Speaker 1>sufficiently high score on a game, the Williams Manufacturing company

0:19:47.080 --> 0:19:49.760
<v Speaker 1>would have a pretty wild ride of its own. I

0:19:49.760 --> 0:19:52.280
<v Speaker 1>guess it's a good thing there wasn't a sensor in

0:19:52.400 --> 0:19:55.040
<v Speaker 1>the company for tilt, because it would have gone off

0:19:55.160 --> 0:20:00.119
<v Speaker 1>numerous times. In ninety eight, Sam Stern would buy to

0:20:00.200 --> 0:20:04.199
<v Speaker 1>the company, taking up almost half of the ownership Williams

0:20:04.440 --> 0:20:07.800
<v Speaker 1>is Harry Williams focused on developing games, while Sam Stern

0:20:08.000 --> 0:20:10.720
<v Speaker 1>kind of handled most of the business side of the enterprise.

0:20:11.200 --> 0:20:14.120
<v Speaker 1>In nineteen fifty nine, a conglomerate out of New York

0:20:14.160 --> 0:20:18.600
<v Speaker 1>called Consolidated sun Ray bought out Harry Williams share of

0:20:18.640 --> 0:20:22.840
<v Speaker 1>the company and it became the Williams Electronic Manufacturing Corporation.

0:20:23.119 --> 0:20:26.119
<v Speaker 1>Harry Williams essentially left the company at this point, though

0:20:26.160 --> 0:20:30.320
<v Speaker 1>he did occasionally design games for Williams in the following years.

0:20:30.840 --> 0:20:34.960
<v Speaker 1>In nineteen sixty one, sam Stern then purchased the shares

0:20:35.000 --> 0:20:38.840
<v Speaker 1>that were owned by Consolidated sun Ray, but in sixty

0:20:38.880 --> 0:20:42.280
<v Speaker 1>four he sold the company to another corporation called ce Berg,

0:20:42.880 --> 0:20:46.879
<v Speaker 1>which also acquired the old Union Manufacturing. So yeah, I'm

0:20:46.920 --> 0:20:50.639
<v Speaker 1>getting kind of dizzy too. The operations transferred over to

0:20:50.680 --> 0:20:53.560
<v Speaker 1>a factory that had been owned by Union, and the

0:20:53.720 --> 0:20:58.560
<v Speaker 1>entire company adopted the Williams brand name, becoming Williams Electronics.

0:20:58.960 --> 0:21:01.480
<v Speaker 1>Sam Stern was actually brought back in to run the

0:21:01.520 --> 0:21:06.240
<v Speaker 1>operations that were overseeing the coin op amusements like Bally

0:21:06.280 --> 0:21:09.359
<v Speaker 1>and Midway. The folks that Williams understood the potential for

0:21:09.480 --> 0:21:12.719
<v Speaker 1>video games as those came onto the scene, and so

0:21:12.800 --> 0:21:16.040
<v Speaker 1>the company started to work on developing arcade video games

0:21:16.040 --> 0:21:20.159
<v Speaker 1>in the early nineteen seventies. This coincided with a restructuring

0:21:20.359 --> 0:21:23.120
<v Speaker 1>of the company, and in nineteen seventy four we got

0:21:23.200 --> 0:21:27.640
<v Speaker 1>Williams Electronics Incorporated, which was still a subsidiary to see

0:21:27.680 --> 0:21:30.640
<v Speaker 1>Berg at that point. But in nineteen eighty a guy

0:21:30.720 --> 0:21:35.720
<v Speaker 1>named Louis Nicastro purchased Williams Electronics from Seaberg. It was

0:21:35.800 --> 0:21:38.199
<v Speaker 1>this version of Williams that would introduce the world to

0:21:38.240 --> 0:21:43.880
<v Speaker 1>some incredibly popular arcade titles like Joust Defender and Robotron.

0:21:44.320 --> 0:21:47.040
<v Speaker 1>Classic arcade game nerds will be familiar with those titles,

0:21:47.080 --> 0:21:51.040
<v Speaker 1>which sucked down quarters at an incredible pace. Now, a

0:21:51.119 --> 0:21:56.000
<v Speaker 1>related area of revenue was the blossoming home video game market.

0:21:56.040 --> 0:21:58.320
<v Speaker 1>That one one was ramping up quite a bit, in fact,

0:21:58.720 --> 0:22:02.200
<v Speaker 1>a bit too fast, as would turn out. Usually, companies

0:22:02.240 --> 0:22:06.800
<v Speaker 1>like Midway or Williams wouldn't develop games for home systems. Instead,

0:22:07.119 --> 0:22:11.240
<v Speaker 1>they would license out their i p to other game studios,

0:22:11.240 --> 0:22:14.479
<v Speaker 1>which would then create home versions of those arcade games.

0:22:15.000 --> 0:22:19.000
<v Speaker 1>The home versions were often, at best pale imitations of

0:22:19.040 --> 0:22:22.160
<v Speaker 1>the original arcade game experience, and there were a couple

0:22:22.160 --> 0:22:25.280
<v Speaker 1>of big reasons for this. Some of them are technological,

0:22:25.680 --> 0:22:29.359
<v Speaker 1>some of them are more related to gameplay, and let's

0:22:29.359 --> 0:22:33.639
<v Speaker 1>go with technological first. From that perspective, early game consoles

0:22:33.840 --> 0:22:37.520
<v Speaker 1>had a really limited amount of processing power. Moreover, I

0:22:37.560 --> 0:22:40.520
<v Speaker 1>am really talking about consoles that could play different games,

0:22:40.560 --> 0:22:44.040
<v Speaker 1>typically by inserting a cartridge into the video game console.

0:22:44.760 --> 0:22:49.639
<v Speaker 1>The games were hard coded into the circuitry inside those cartridges,

0:22:50.080 --> 0:22:53.680
<v Speaker 1>and plugging the cartridge into the console connected the game's

0:22:53.800 --> 0:22:59.360
<v Speaker 1>circuit board to the consoles processors. Arcade games were instead

0:22:59.440 --> 0:23:02.199
<v Speaker 1>dedicated machines that just did one thing. They played a

0:23:02.280 --> 0:23:06.680
<v Speaker 1>specific game based on whatever wrong chips that is, read

0:23:06.800 --> 0:23:10.120
<v Speaker 1>only memory chips were plugged into the circuit boards for

0:23:10.200 --> 0:23:14.520
<v Speaker 1>that arcade cabinet. Arcade games provided a more sophisticated experience

0:23:14.560 --> 0:23:17.440
<v Speaker 1>than the home game market, even when the experience was

0:23:17.480 --> 0:23:21.400
<v Speaker 1>still fairly primitive early on. You would never say that

0:23:21.480 --> 0:23:25.240
<v Speaker 1>the Atari twenty version of pac Man was identical to

0:23:25.240 --> 0:23:28.720
<v Speaker 1>the arcade version, because it clearly was not. In fact,

0:23:29.359 --> 0:23:33.200
<v Speaker 1>it was pretty awful. But from a gameplay perspective, there

0:23:33.240 --> 0:23:36.680
<v Speaker 1>was another big difference. Let's talk about why arcade game

0:23:36.720 --> 0:23:39.840
<v Speaker 1>designers made games the way they were. So. The whole

0:23:39.880 --> 0:23:43.159
<v Speaker 1>point is to convince someone to plunk over a quarter.

0:23:43.440 --> 0:23:46.199
<v Speaker 1>In order to play a game, the game has to

0:23:46.240 --> 0:23:50.720
<v Speaker 1>be interesting and more importantly, arguably fun. It needs to

0:23:50.760 --> 0:23:53.600
<v Speaker 1>give the player the sense that if they are skilled enough,

0:23:54.040 --> 0:23:57.080
<v Speaker 1>they can progress further into the game, perhaps even getting

0:23:57.080 --> 0:24:00.679
<v Speaker 1>a high score or finishing out of storyline depending on

0:24:00.720 --> 0:24:03.439
<v Speaker 1>how the game is constructed. But that's just one side

0:24:03.480 --> 0:24:06.439
<v Speaker 1>to it. The machines have to make enough money to

0:24:06.520 --> 0:24:10.160
<v Speaker 1>convince proprietors, that is, the people who own a video game,

0:24:10.280 --> 0:24:13.720
<v Speaker 1>arcade or a carnival or whatever. It has to convince

0:24:13.760 --> 0:24:17.240
<v Speaker 1>them that they will recoup their investment after they purchase

0:24:17.480 --> 0:24:20.320
<v Speaker 1>the arcade game. And if a machine costs a couple

0:24:20.359 --> 0:24:23.479
<v Speaker 1>of thousand dollars, the proprietors want to know that at

0:24:23.480 --> 0:24:25.879
<v Speaker 1>the end of a week they'll have a few hundred

0:24:25.880 --> 0:24:29.280
<v Speaker 1>bucks in quarters. And this is really important because games

0:24:29.359 --> 0:24:32.320
<v Speaker 1>might pass out of fashion. That means over time you're

0:24:32.320 --> 0:24:34.679
<v Speaker 1>gonna expect to see smaller takes at the end of

0:24:34.680 --> 0:24:37.640
<v Speaker 1>a week, So you need a lot of quarters. Well

0:24:37.680 --> 0:24:40.960
<v Speaker 1>how do you get a lot of quarters? Well, part

0:24:40.960 --> 0:24:42.840
<v Speaker 1>of it is that you have to make a game

0:24:42.880 --> 0:24:45.600
<v Speaker 1>that people want to play, But another part is figuring

0:24:45.640 --> 0:24:48.159
<v Speaker 1>out a kind of an amount of time that the

0:24:48.200 --> 0:24:51.640
<v Speaker 1>average person might play before they run out of lives

0:24:51.720 --> 0:24:54.280
<v Speaker 1>and thus require the player to either cough up another

0:24:54.359 --> 0:24:57.720
<v Speaker 1>quarter to start over or to continue to play, or

0:24:58.040 --> 0:25:01.080
<v Speaker 1>they'll move on and open up the arcade machine for

0:25:01.160 --> 0:25:04.639
<v Speaker 1>some other player to come and try it out. That

0:25:04.720 --> 0:25:07.280
<v Speaker 1>amount of time has changed over the years, like the

0:25:07.280 --> 0:25:10.639
<v Speaker 1>amount of time that developers aimed for, but at one point,

0:25:10.680 --> 0:25:12.920
<v Speaker 1>the general rule of thumb was that a company wanted

0:25:12.960 --> 0:25:16.040
<v Speaker 1>a player to plunk in another twenty five cents every

0:25:16.200 --> 0:25:19.600
<v Speaker 1>forty five seconds or so, so less than a minute.

0:25:20.320 --> 0:25:22.800
<v Speaker 1>So your game had to convince a player to keep

0:25:22.840 --> 0:25:25.920
<v Speaker 1>ongoing and reward that player with the possibility of hitting

0:25:25.920 --> 0:25:29.240
<v Speaker 1>new heights or getting further in the story. If it didn't,

0:25:29.359 --> 0:25:32.439
<v Speaker 1>people would just give up after getting obliterated, and then

0:25:32.440 --> 0:25:34.760
<v Speaker 1>they would talk about it, and word would get around,

0:25:34.800 --> 0:25:38.360
<v Speaker 1>and then that game might sit in the corner unplayed,

0:25:38.760 --> 0:25:41.439
<v Speaker 1>and the proprietor of that establishment, whether it was an

0:25:41.520 --> 0:25:44.359
<v Speaker 1>arcade or a movie theater or whatever, might not be

0:25:44.480 --> 0:25:47.720
<v Speaker 1>inclined to purchase an arcade machine from that same company

0:25:47.760 --> 0:25:51.320
<v Speaker 1>in the future because they got burned. So the reputation

0:25:51.359 --> 0:25:54.119
<v Speaker 1>of the companies was dependent upon the fact that people

0:25:54.119 --> 0:25:56.000
<v Speaker 1>would want to play the game and be willing to

0:25:56.080 --> 0:26:00.560
<v Speaker 1>keep plugging quarters in over time. So companies like Williams

0:26:00.560 --> 0:26:04.520
<v Speaker 1>and Midway would frequently deploy a game under development at

0:26:04.520 --> 0:26:08.200
<v Speaker 1>a couple of controlled spots in town before they would

0:26:08.240 --> 0:26:12.480
<v Speaker 1>go into full production. They would install the game into

0:26:12.520 --> 0:26:16.200
<v Speaker 1>like an arcade that they kind of they had friends

0:26:16.200 --> 0:26:18.879
<v Speaker 1>who ran it, and they would keep it high on

0:26:19.240 --> 0:26:22.640
<v Speaker 1>players to see how much money that arcade machine would

0:26:22.640 --> 0:26:24.400
<v Speaker 1>bring in by the end of a week, to figure

0:26:24.440 --> 0:26:26.280
<v Speaker 1>out if they were on the right track or if

0:26:26.280 --> 0:26:28.920
<v Speaker 1>they might have to make changes before they go into production.

0:26:29.320 --> 0:26:32.399
<v Speaker 1>A target figure was between seven eight hundred dollars in

0:26:32.440 --> 0:26:34.600
<v Speaker 1>a week by the time you get to the late

0:26:34.640 --> 0:26:38.199
<v Speaker 1>eighties and early nineties, So this was different from the

0:26:38.240 --> 0:26:41.000
<v Speaker 1>home market. At the home market, you wanted a game

0:26:41.119 --> 0:26:45.080
<v Speaker 1>that people wanted to play, and it wasn't so important

0:26:45.480 --> 0:26:49.399
<v Speaker 1>that the game experience only last a few seconds because

0:26:50.320 --> 0:26:54.200
<v Speaker 1>you only sell that cartridge once. You're not collecting over time.

0:26:54.240 --> 0:26:58.119
<v Speaker 1>I mean, you can actually compare arcade games to micro

0:26:58.240 --> 0:27:01.879
<v Speaker 1>transactions and mobile games in a lot of ways, but

0:27:02.280 --> 0:27:05.240
<v Speaker 1>with home games, it was very different. You sold the cartridge,

0:27:05.680 --> 0:27:09.840
<v Speaker 1>you're done, So the game developers were more concentrated on

0:27:09.920 --> 0:27:13.840
<v Speaker 1>making experiences that players really enjoyed, that they could play

0:27:13.880 --> 0:27:18.600
<v Speaker 1>for a while, because that would be reflected in reviews

0:27:18.680 --> 0:27:21.760
<v Speaker 1>for the game, which then could help drive sales. So

0:27:22.160 --> 0:27:26.240
<v Speaker 1>very different approach to video game development from the arcade

0:27:26.520 --> 0:27:31.040
<v Speaker 1>versus the home market. All right back to arcade games,

0:27:31.080 --> 0:27:35.440
<v Speaker 1>because those games were programmed onto wrong chips, making changes

0:27:35.520 --> 0:27:38.760
<v Speaker 1>was a pretty big deal. You were actually creating new hardware,

0:27:38.960 --> 0:27:41.479
<v Speaker 1>new rong chips in order to do it. So in

0:27:41.520 --> 0:27:44.639
<v Speaker 1>some cases the arcade machines circuit board might allow for

0:27:44.760 --> 0:27:48.920
<v Speaker 1>easy swapping of ROM chips or adding a new wrong chip,

0:27:49.200 --> 0:27:51.560
<v Speaker 1>but in others it would mean having to create new

0:27:51.640 --> 0:27:55.200
<v Speaker 1>circuit boards with the games physically programmed onto these chips

0:27:55.200 --> 0:27:58.920
<v Speaker 1>and then redeployed for testing. If a company couldn't demonstrate

0:27:59.200 --> 0:28:01.760
<v Speaker 1>that their game was going to be popular, it would

0:28:01.760 --> 0:28:04.960
<v Speaker 1>be very hard to move units, and the process of

0:28:05.000 --> 0:28:09.159
<v Speaker 1>developing producing arcade games wasn't cheap, so there was a

0:28:09.200 --> 0:28:11.280
<v Speaker 1>lot of pressure to make games that could have a

0:28:11.359 --> 0:28:15.560
<v Speaker 1>proven success rate. All right, let's get back to our story.

0:28:15.600 --> 0:28:19.520
<v Speaker 1>So Bally Midway was making a lot of arcade games,

0:28:19.520 --> 0:28:23.440
<v Speaker 1>including a ton of you know, games that were licensed

0:28:23.440 --> 0:28:26.960
<v Speaker 1>from other gamemakers in Japan, so they were really distributing those,

0:28:27.000 --> 0:28:30.959
<v Speaker 1>not making them. Some of those games, though, were truly iconic.

0:28:31.359 --> 0:28:34.320
<v Speaker 1>Spy Hunter remains one of my favorite arcade games from

0:28:34.320 --> 0:28:39.000
<v Speaker 1>my childhood, particularly the versions that were in a cockpit style.

0:28:39.120 --> 0:28:43.040
<v Speaker 1>Cabinet Tapper was a really big hit that featured the

0:28:43.080 --> 0:28:47.080
<v Speaker 1>player taking control of a bartender serving up drinks root

0:28:47.120 --> 0:28:51.360
<v Speaker 1>beer in a lot of family friendly locations, and you're

0:28:51.400 --> 0:28:54.080
<v Speaker 1>serving them to various patrons who are moving slowly across

0:28:54.200 --> 0:28:56.920
<v Speaker 1>the screen down a bar, and you're trying to keep

0:28:56.960 --> 0:28:59.360
<v Speaker 1>them from getting to the end and throwing you out.

0:29:00.200 --> 0:29:03.920
<v Speaker 1>Tron and Discs of Tron were two licensed arcade games

0:29:03.960 --> 0:29:06.840
<v Speaker 1>based off the Tron motion picture and I loved both

0:29:06.880 --> 0:29:09.440
<v Speaker 1>of those games. And then there were the games from

0:29:09.560 --> 0:29:13.600
<v Speaker 1>Japan that Bally Midway distributed here in America, like pac

0:29:13.680 --> 0:29:18.920
<v Speaker 1>Man and Galagha and Galaxion. Midway also created Rampage, a

0:29:18.960 --> 0:29:21.520
<v Speaker 1>game in which players took control of one of three

0:29:21.640 --> 0:29:26.600
<v Speaker 1>giant monsters going on a a rampage through various cities.

0:29:27.040 --> 0:29:30.080
<v Speaker 1>That game was developed by Brian Collen and Jeff Nauman,

0:29:30.280 --> 0:29:33.800
<v Speaker 1>who set out to make a cartoonish fun game at

0:29:33.800 --> 0:29:37.560
<v Speaker 1>which there was no specific set way to play. You

0:29:37.680 --> 0:29:40.920
<v Speaker 1>just had fun smashing stuff up while puny humans tried

0:29:40.960 --> 0:29:44.280
<v Speaker 1>to stop you, and if you took enough damage, your

0:29:44.320 --> 0:29:46.600
<v Speaker 1>game was over. But it was a big success for

0:29:46.720 --> 0:29:51.160
<v Speaker 1>Bally Midway. Williams meanwhile, was struggling a bit in the

0:29:51.320 --> 0:29:56.680
<v Speaker 1>arcade game department. It's arcade video game division was effectively

0:29:56.800 --> 0:29:59.720
<v Speaker 1>shuttered after the home video game market crash of the

0:29:59.760 --> 0:30:04.240
<v Speaker 1>early eighties. They had encountered difficulty getting their units sold

0:30:04.360 --> 0:30:07.760
<v Speaker 1>into different arcades, so they kind of put it on

0:30:07.800 --> 0:30:11.280
<v Speaker 1>the back burner. The overall company had cash, but it

0:30:11.280 --> 0:30:13.720
<v Speaker 1>was finding it difficult to get traction in the video

0:30:13.800 --> 0:30:19.800
<v Speaker 1>game market again, so Williams acquired Bally Midway from Bally Proper,

0:30:20.440 --> 0:30:23.600
<v Speaker 1>the parent company. Bally was getting out of the coin

0:30:23.640 --> 0:30:28.560
<v Speaker 1>op entertainment arcade business, focusing on other stuff like gambling

0:30:28.600 --> 0:30:32.160
<v Speaker 1>machines and the like. According to the documentary Insert Coin,

0:30:32.560 --> 0:30:37.080
<v Speaker 1>the acquisition was just for five million dollars. Williams would

0:30:37.120 --> 0:30:40.920
<v Speaker 1>get the rights to the Bally Midway name for arcade

0:30:40.960 --> 0:30:43.920
<v Speaker 1>machines and pinball machines that sort of thing, and they

0:30:43.960 --> 0:30:47.760
<v Speaker 1>would continue to release pinball machines branded under Bally because

0:30:47.800 --> 0:30:50.680
<v Speaker 1>of how well known that brand was in pinball. But

0:30:50.800 --> 0:30:55.160
<v Speaker 1>this meant that Williams, Bally, and Midway we're all the

0:30:55.240 --> 0:30:58.480
<v Speaker 1>same company, at least when it came to coin operated

0:30:58.680 --> 0:31:03.440
<v Speaker 1>entertainment devices, and Williams even changed its name to Midway

0:31:03.480 --> 0:31:08.520
<v Speaker 1>effectively for video games. Uh, and they relocated Midway operations

0:31:08.520 --> 0:31:11.960
<v Speaker 1>to Chicago in the process. The Midway name had a

0:31:12.000 --> 0:31:17.200
<v Speaker 1>stronger presence in the arcade world, but Williams still used

0:31:17.200 --> 0:31:20.520
<v Speaker 1>its own name for pinball machine. So it gets really confusing.

0:31:21.400 --> 0:31:23.719
<v Speaker 1>And now all the folks who had been working on

0:31:23.720 --> 0:31:28.360
<v Speaker 1>Williams games became Midway game designers, which they kind of resented.

0:31:28.760 --> 0:31:32.240
<v Speaker 1>As for the folks from Midway, the teams that were

0:31:32.240 --> 0:31:36.600
<v Speaker 1>working on coin operated devices, most of them did not

0:31:36.880 --> 0:31:41.120
<v Speaker 1>go with this acquisition. A lot of those designers quit.

0:31:41.720 --> 0:31:46.400
<v Speaker 1>There's a famous photograph, the Waiving Goodbye photograph, where they're

0:31:46.440 --> 0:31:49.920
<v Speaker 1>not really waving goodbye, they're holding up a single digit

0:31:50.480 --> 0:31:53.680
<v Speaker 1>each a very rude gesture. I think you can see

0:31:53.680 --> 0:31:56.800
<v Speaker 1>where I'm going anyway. Well, two of the designers actually

0:31:56.840 --> 0:32:00.080
<v Speaker 1>did make the move over to Williams, that being and

0:32:00.200 --> 0:32:03.400
<v Speaker 1>Colon and Jeff Nouman, the guys who made Rampage. They

0:32:03.440 --> 0:32:07.600
<v Speaker 1>came over to Williams now Midway. But some of the managers,

0:32:07.800 --> 0:32:10.880
<v Speaker 1>also from the old Valley Midway days, made their way

0:32:10.920 --> 0:32:13.680
<v Speaker 1>over to Williams as well. So now you had Williams

0:32:13.760 --> 0:32:18.120
<v Speaker 1>designers who were reporting to Midway managers. And so the

0:32:18.160 --> 0:32:20.680
<v Speaker 1>Midway of the late eighties and early nineties was really

0:32:20.680 --> 0:32:25.640
<v Speaker 1>a mishmash of Williams employees, Midway managers, and some folks

0:32:25.640 --> 0:32:28.320
<v Speaker 1>who had come up from the older coin not days.

0:32:29.200 --> 0:32:31.960
<v Speaker 1>One of the people working in the pinball division at

0:32:31.960 --> 0:32:36.000
<v Speaker 1>Williams was a man named Ed Boone. Heck Boon made

0:32:36.040 --> 0:32:39.000
<v Speaker 1>a contribution to one of my favorite pinball games of

0:32:39.040 --> 0:32:43.000
<v Speaker 1>all time. It's a pinball game called fun House. In

0:32:43.040 --> 0:32:46.360
<v Speaker 1>that game, there is an element on the playing field,

0:32:46.440 --> 0:32:51.320
<v Speaker 1>a ventriloquist dummy head named Rudy, and Rudy heckel's you

0:32:52.000 --> 0:32:54.840
<v Speaker 1>as you play. Rudy has a moving mouth and his

0:32:54.920 --> 0:32:57.880
<v Speaker 1>head's right there on the playfield, and with the right

0:32:57.920 --> 0:33:00.600
<v Speaker 1>timing and angle, you could shoot the pinball right into

0:33:00.640 --> 0:33:04.040
<v Speaker 1>his mouth make him cough. It was fun anyway. Boone

0:33:04.120 --> 0:33:07.800
<v Speaker 1>was the voice for Rudy. Midway also added a few

0:33:07.960 --> 0:33:11.400
<v Speaker 1>new developers and artists to its roster that would shape

0:33:11.440 --> 0:33:14.200
<v Speaker 1>the evolution of video games and caused quite a bit

0:33:14.200 --> 0:33:18.000
<v Speaker 1>of controversy in the process. One of those was Mark Termel,

0:33:18.440 --> 0:33:21.920
<v Speaker 1>who had designed games for Activision back in the early eighties.

0:33:22.360 --> 0:33:27.120
<v Speaker 1>He joined Williams Slash Midway in nine and got to

0:33:27.160 --> 0:33:30.719
<v Speaker 1>work on a game called Smash TV. The control system

0:33:31.040 --> 0:33:34.040
<v Speaker 1>was a pair of joysticks inspired by the classic arcade

0:33:34.080 --> 0:33:38.440
<v Speaker 1>game Robotron. One joystick controlled character movement and the other

0:33:38.480 --> 0:33:42.000
<v Speaker 1>controlled which direction you were firing in the game had

0:33:42.040 --> 0:33:45.800
<v Speaker 1>a cheeky sense of humor, styled as a violent game show.

0:33:45.880 --> 0:33:48.880
<v Speaker 1>In the vein of Running Man, players would go through

0:33:48.920 --> 0:33:52.320
<v Speaker 1>a maze of room after room that would become flooded

0:33:52.360 --> 0:33:56.880
<v Speaker 1>with enemies and pickups or the occasional boss fight, and

0:33:56.920 --> 0:34:00.400
<v Speaker 1>you weren't likely to survive for too long, which meant

0:34:00.440 --> 0:34:03.800
<v Speaker 1>players would keep feeding quarters into the machine. The game

0:34:03.880 --> 0:34:07.040
<v Speaker 1>promised players that if they got to the end, they

0:34:07.080 --> 0:34:10.080
<v Speaker 1>would be awarded with a run in the Pleasure Dome,

0:34:10.680 --> 0:34:13.880
<v Speaker 1>but turned out that this was originally an empty promise

0:34:14.120 --> 0:34:17.160
<v Speaker 1>because there was no pleasure dome in the original game.

0:34:17.760 --> 0:34:21.719
<v Speaker 1>I think that just makes it more in line with

0:34:21.880 --> 0:34:25.839
<v Speaker 1>properties like Running Man Now. It turned out that some

0:34:25.920 --> 0:34:29.960
<v Speaker 1>players were complaining about this, so Turmel actually created an

0:34:30.040 --> 0:34:33.479
<v Speaker 1>updated wrong chip that could be installed into Smash TV

0:34:33.640 --> 0:34:38.319
<v Speaker 1>cabinets to include the pleasure Dome, which was a room

0:34:38.440 --> 0:34:41.040
<v Speaker 1>filled with an icon of a woman in a swimsuit,

0:34:41.440 --> 0:34:43.920
<v Speaker 1>like just a whole bunch of this icons of the

0:34:44.000 --> 0:34:47.160
<v Speaker 1>same woman, which then you could collect like coins or cash,

0:34:47.520 --> 0:34:50.000
<v Speaker 1>which is kind of gross. So maybe a tiny bit

0:34:50.040 --> 0:34:52.879
<v Speaker 1>of a downer there. But one of the artists who

0:34:52.880 --> 0:34:56.759
<v Speaker 1>worked on Termel's Smash TV was a guy named John Tobias.

0:34:57.520 --> 0:35:01.240
<v Speaker 1>He had joined Williams in the late eades and decided

0:35:01.280 --> 0:35:03.880
<v Speaker 1>to work on art in the video game industry. He

0:35:03.880 --> 0:35:06.360
<v Speaker 1>had graduated from art school and this is what he

0:35:06.400 --> 0:35:09.120
<v Speaker 1>wanted to do. So when we come back, we'll find

0:35:09.120 --> 0:35:12.040
<v Speaker 1>out how Smash TV and the meeting of Tobias and

0:35:12.080 --> 0:35:16.239
<v Speaker 1>Boone would lead to the development of Mortal Kombat. But

0:35:16.360 --> 0:35:28.560
<v Speaker 1>first let's take another break. So Smash TV and another

0:35:28.640 --> 0:35:32.320
<v Speaker 1>earlier Williams game called Narc helped set the stage for

0:35:32.440 --> 0:35:37.160
<v Speaker 1>Mortal Kombat. Both of those games featured over the top violence.

0:35:37.719 --> 0:35:41.840
<v Speaker 1>Narc also made use of actors. Williams The company would

0:35:42.040 --> 0:35:45.640
<v Speaker 1>bring in actors and film them against a backdrop doing

0:35:45.680 --> 0:35:48.640
<v Speaker 1>stuff like, you know, just walking on a treadmill or

0:35:48.719 --> 0:35:51.960
<v Speaker 1>other simple actions, and the team would take that footage

0:35:52.080 --> 0:35:55.960
<v Speaker 1>to create in game animation and make it more realistic.

0:35:56.800 --> 0:36:00.920
<v Speaker 1>The company began to develop a small video unit dedicated

0:36:00.960 --> 0:36:04.200
<v Speaker 1>to getting the sort of reference material which would later

0:36:04.239 --> 0:36:07.800
<v Speaker 1>be used to create digitized content for games like Mortal

0:36:07.880 --> 0:36:12.719
<v Speaker 1>Kombat and NBA JAM. Narc caught a lot of flak

0:36:12.800 --> 0:36:16.520
<v Speaker 1>for being an incredibly violent game. In it, you played

0:36:16.560 --> 0:36:19.239
<v Speaker 1>as one of two characters who had great names. There

0:36:19.320 --> 0:36:23.839
<v Speaker 1>was Max Force and there was hit Man. These two

0:36:23.920 --> 0:36:27.640
<v Speaker 1>characters progressed through levels, taking out various drug dealers and

0:36:27.760 --> 0:36:32.000
<v Speaker 1>junkies with what can only be described as extreme prejudice.

0:36:32.360 --> 0:36:36.480
<v Speaker 1>Both characters had rocket launchers and machine guns, downed enemies,

0:36:36.480 --> 0:36:40.640
<v Speaker 1>practically exploded in blood and limbs, but the whole thing

0:36:40.719 --> 0:36:44.160
<v Speaker 1>was still kind of cartoony, so it was violent but

0:36:44.239 --> 0:36:48.080
<v Speaker 1>not realistic, so cartoony and violent. That was enough to

0:36:48.120 --> 0:36:51.839
<v Speaker 1>get a lot of concerned parental types upset at the game.

0:36:52.360 --> 0:36:56.560
<v Speaker 1>But the company Midway, kind of corded this attention because

0:36:56.600 --> 0:37:00.080
<v Speaker 1>the publicity just drove up interest in the games, and

0:37:00.120 --> 0:37:02.880
<v Speaker 1>so Midway was able to sell more cabinets to arcades

0:37:02.920 --> 0:37:05.600
<v Speaker 1>and movie theaters and the like because customers really wanted

0:37:05.600 --> 0:37:08.840
<v Speaker 1>to play this controversial game. So for them it was

0:37:09.120 --> 0:37:14.040
<v Speaker 1>a good thing. They were not upset being called UH

0:37:14.080 --> 0:37:18.520
<v Speaker 1>and criticized for violence. It just made them more money.

0:37:18.600 --> 0:37:22.160
<v Speaker 1>So they started to have this uh, this culture change

0:37:22.480 --> 0:37:25.279
<v Speaker 1>over at Midway, one that started to embrace over the

0:37:25.320 --> 0:37:28.400
<v Speaker 1>top violence and gore, and that set the stage for

0:37:28.480 --> 0:37:31.320
<v Speaker 1>John Tobias and ed Boon to pitch their own game,

0:37:31.480 --> 0:37:34.200
<v Speaker 1>though they did not intend for it to be a

0:37:34.239 --> 0:37:37.040
<v Speaker 1>super gory game when they first set out, and it

0:37:37.080 --> 0:37:39.440
<v Speaker 1>all really came about because there was going to be

0:37:39.480 --> 0:37:43.600
<v Speaker 1>a production gap in the in the actual manufacturing facilities

0:37:44.040 --> 0:37:47.640
<v Speaker 1>that were coming up in like six months, So Midway

0:37:47.960 --> 0:37:50.640
<v Speaker 1>had to take production runs into consideration when it was

0:37:50.719 --> 0:37:53.680
<v Speaker 1>rolling out games, because it's one thing to design and

0:37:53.760 --> 0:37:58.640
<v Speaker 1>program a game, it's another to produce thousands of copies

0:37:58.800 --> 0:38:01.640
<v Speaker 1>of that game. Particular early when you remember you're talking

0:38:01.680 --> 0:38:06.160
<v Speaker 1>about arcade machines, these are big, heavy things with monitors

0:38:06.200 --> 0:38:10.200
<v Speaker 1>and circuit boards and meters and meters of wiring in them.

0:38:10.239 --> 0:38:13.560
<v Speaker 1>So in this case, the company had a gap of

0:38:13.680 --> 0:38:16.799
<v Speaker 1>three months between production runs. One game was going to

0:38:16.840 --> 0:38:19.239
<v Speaker 1>come to the end of its production run, the next

0:38:19.280 --> 0:38:22.040
<v Speaker 1>game wasn't going to be ready for another three months,

0:38:22.440 --> 0:38:24.920
<v Speaker 1>so Boone and Tobias were essentially given the chance to

0:38:24.960 --> 0:38:28.360
<v Speaker 1>develop a fighting game that would fit in that gap.

0:38:28.960 --> 0:38:31.280
<v Speaker 1>To the executives at Midway, this was a no brainer.

0:38:31.520 --> 0:38:34.279
<v Speaker 1>The manufacturing line was going to be idle, and so

0:38:34.320 --> 0:38:37.040
<v Speaker 1>it was better to have a potential revenue generator going

0:38:37.080 --> 0:38:40.920
<v Speaker 1>into production than to do nothing at all. But half

0:38:40.960 --> 0:38:44.600
<v Speaker 1>a year is a very short time to design a game.

0:38:45.080 --> 0:38:48.400
<v Speaker 1>The original idea was to create a fighting game based

0:38:48.480 --> 0:38:53.360
<v Speaker 1>on Geenclaude Van Dem, the martial artist and actor. Van Dam, however,

0:38:53.719 --> 0:38:57.280
<v Speaker 1>passed on the pitch, which freed up Boone and Tobias

0:38:57.360 --> 0:39:00.600
<v Speaker 1>to come up with their own characters and designs. They

0:39:00.600 --> 0:39:03.520
<v Speaker 1>added John Vogel and Dan Ford in to their team

0:39:03.680 --> 0:39:06.280
<v Speaker 1>to help in the development, with Ford and really focusing

0:39:06.320 --> 0:39:09.640
<v Speaker 1>on sound design. Tobias called up a friend he knew

0:39:09.680 --> 0:39:14.400
<v Speaker 1>from childhood, Daniel Posina. Pasina was into martial arts, and

0:39:14.440 --> 0:39:17.640
<v Speaker 1>Tobias wanted Possina to come in and be part of

0:39:17.640 --> 0:39:21.040
<v Speaker 1>the team and allow them to get some video footage

0:39:21.239 --> 0:39:26.480
<v Speaker 1>of Possina doing stuff like walking, kicking, punching, falling down,

0:39:27.239 --> 0:39:30.880
<v Speaker 1>and this footage would be digitized, so Mortal Kombat was

0:39:30.920 --> 0:39:32.919
<v Speaker 1>to be a fighting game in which the figures were

0:39:32.960 --> 0:39:37.839
<v Speaker 1>actual people rather than animated cartoon characters. Passina would go

0:39:37.880 --> 0:39:41.600
<v Speaker 1>on to portray not just Johnny Cage, who is in

0:39:41.640 --> 0:39:45.520
<v Speaker 1>the game a martial arts action star clearly inspired by

0:39:45.760 --> 0:39:49.680
<v Speaker 1>Van Down, but he also played the ninja characters Scorpion

0:39:49.800 --> 0:39:54.279
<v Speaker 1>and sub Zero in those early video capture sessions to

0:39:54.360 --> 0:39:57.479
<v Speaker 1>Bias and Boone had to tell Passina to move more

0:39:57.520 --> 0:40:01.279
<v Speaker 1>slowly than he normally would. Passina, being trained in martial arts,

0:40:01.680 --> 0:40:06.240
<v Speaker 1>naturally would throw punches and kicks much faster than the

0:40:06.320 --> 0:40:09.400
<v Speaker 1>studio camera was able to handle because the resulting footage

0:40:09.400 --> 0:40:12.279
<v Speaker 1>would end up being really blurry, so he had to

0:40:12.280 --> 0:40:15.840
<v Speaker 1>do everything at a more methodical pace. However, this proved

0:40:15.840 --> 0:40:18.439
<v Speaker 1>to be difficult for a certain moves. At one such

0:40:18.480 --> 0:40:21.560
<v Speaker 1>move in Moral Kombat sees Johnny Cage do this flying

0:40:21.719 --> 0:40:24.960
<v Speaker 1>kick which can go a pretty good distance, but turns

0:40:25.000 --> 0:40:28.480
<v Speaker 1>out it's really hard to jump and hover in mid air,

0:40:28.960 --> 0:40:31.920
<v Speaker 1>and so the solution was to use various surfaces, like

0:40:32.000 --> 0:40:35.040
<v Speaker 1>a portable set of steps, so that the actors could

0:40:35.239 --> 0:40:38.160
<v Speaker 1>make a pose and hold it in mid air being

0:40:38.200 --> 0:40:41.440
<v Speaker 1>supported by this stuff, and then that would all be

0:40:41.520 --> 0:40:45.239
<v Speaker 1>removed once the video game was going into production, and

0:40:45.280 --> 0:40:48.200
<v Speaker 1>you're just left with the digitized image of someone doing

0:40:48.200 --> 0:40:53.240
<v Speaker 1>this incredible kick that just suspends in mid air. Boone

0:40:53.320 --> 0:40:56.080
<v Speaker 1>and Tobias put together an early version of the fighting

0:40:56.080 --> 0:40:59.160
<v Speaker 1>game something to show off to the executives at midway

0:40:59.200 --> 0:41:01.920
<v Speaker 1>to kind of give up progress. Update. It wasn't the

0:41:01.920 --> 0:41:05.000
<v Speaker 1>full game didn't have the full roster of characters. A

0:41:05.040 --> 0:41:07.080
<v Speaker 1>lot of stuff that would make it into the final

0:41:07.200 --> 0:41:11.200
<v Speaker 1>version wasn't included yet, but what they showed off impressed

0:41:11.200 --> 0:41:14.239
<v Speaker 1>the executives so much that they decided to make a

0:41:14.320 --> 0:41:17.680
<v Speaker 1>drastic change rather than have the game be a gap

0:41:17.840 --> 0:41:21.080
<v Speaker 1>filler from midway, something that was just thrown together without

0:41:21.160 --> 0:41:23.799
<v Speaker 1>much thought or effort at at the management level. At

0:41:23.880 --> 0:41:27.520
<v Speaker 1>least now it was going to become a fully fleshed

0:41:27.560 --> 0:41:31.839
<v Speaker 1>out project. The development team got more resources so they

0:41:31.880 --> 0:41:34.960
<v Speaker 1>could put more into it, and now the game that

0:41:35.040 --> 0:41:38.080
<v Speaker 1>would become Mortal Kombat would no longer be rushed through

0:41:38.120 --> 0:41:40.960
<v Speaker 1>to production midway. Since that they had a real money

0:41:41.000 --> 0:41:45.520
<v Speaker 1>maker on their hands. Boone and Tobias brought in more actors,

0:41:45.640 --> 0:41:48.759
<v Speaker 1>creating more characters, fleshing out their back stories a bit.

0:41:49.080 --> 0:41:52.000
<v Speaker 1>Each character had his or her own reason for being

0:41:52.080 --> 0:41:56.160
<v Speaker 1>in this tournament. They created the conflict between the Earth Realm,

0:41:56.440 --> 0:42:00.600
<v Speaker 1>which was a version of our reality, and the out world,

0:42:00.640 --> 0:42:03.560
<v Speaker 1>where a lot of batties lived. The lore has since

0:42:03.600 --> 0:42:06.760
<v Speaker 1>been fleshed out much much further, and I don't even

0:42:06.840 --> 0:42:08.960
<v Speaker 1>want to go into it because this would turn into

0:42:09.000 --> 0:42:12.759
<v Speaker 1>a fan cast about Moral Kombat. Plus I'd have to

0:42:12.800 --> 0:42:15.040
<v Speaker 1>try and make sense of some of the contradictions that

0:42:15.040 --> 0:42:19.040
<v Speaker 1>have popped up in the storyline as more versions of

0:42:19.040 --> 0:42:22.440
<v Speaker 1>the game have come out. During the development process, the

0:42:22.480 --> 0:42:25.920
<v Speaker 1>team gradually began to make the game more violent and

0:42:26.000 --> 0:42:29.560
<v Speaker 1>more graphic. According to Tobias and Boone, this was never

0:42:29.640 --> 0:42:31.719
<v Speaker 1>part of the original idea just came about as the

0:42:31.760 --> 0:42:35.719
<v Speaker 1>team began to incorporate more fanciful and magical elements into

0:42:35.719 --> 0:42:39.640
<v Speaker 1>the game. So sub Zero got ice powers, Scorpion had

0:42:40.120 --> 0:42:43.320
<v Speaker 1>his famous harpoon on a rope, lu Kane could shoot

0:42:43.360 --> 0:42:46.000
<v Speaker 1>fireballs from his hands, and so on. And then the

0:42:46.040 --> 0:42:49.240
<v Speaker 1>team also decided to mock a common practice a common

0:42:49.280 --> 0:42:52.600
<v Speaker 1>mechanic in fighting games at the time. So a lot

0:42:52.640 --> 0:42:56.600
<v Speaker 1>of fighting games incorporate a dizzy ing or stunning effect,

0:42:56.960 --> 0:42:59.120
<v Speaker 1>meaning that when your character gets hit by a powerful

0:42:59.120 --> 0:43:01.480
<v Speaker 1>move or you end up on the receiving end of

0:43:01.520 --> 0:43:04.880
<v Speaker 1>a few moves, you get stunned and you can't respond.

0:43:05.280 --> 0:43:08.040
<v Speaker 1>That gives your opponent the chance to land additional hits

0:43:08.080 --> 0:43:10.880
<v Speaker 1>on you can't really do anything about it. Boon and

0:43:10.880 --> 0:43:13.400
<v Speaker 1>Tobias were not big fans of this, but they decided

0:43:13.400 --> 0:43:16.960
<v Speaker 1>to incorporate it in a different way. Instead of happening

0:43:17.160 --> 0:43:20.200
<v Speaker 1>in the middle of a match. They decided that at

0:43:20.280 --> 0:43:23.640
<v Speaker 1>the deciding match, because moral comments set up to be

0:43:23.680 --> 0:43:27.400
<v Speaker 1>a best two out of three per match between two fighters,

0:43:28.000 --> 0:43:31.440
<v Speaker 1>at the deciding match, the losing character would be stunned

0:43:31.480 --> 0:43:34.240
<v Speaker 1>at the end, and this was mostly just an excuse

0:43:34.280 --> 0:43:36.719
<v Speaker 1>for the winning player to be able to land a

0:43:36.719 --> 0:43:39.840
<v Speaker 1>big upper cut on the loser, and the upper cut

0:43:40.200 --> 0:43:43.680
<v Speaker 1>always resulted in an exaggerated move that would throw the

0:43:43.719 --> 0:43:46.279
<v Speaker 1>opponent up into the air and that would be the

0:43:46.280 --> 0:43:50.400
<v Speaker 1>final blow. But that led the team to consider alternatives

0:43:50.440 --> 0:43:52.759
<v Speaker 1>that they could do. Instead of just letting you do

0:43:52.800 --> 0:43:55.120
<v Speaker 1>a big upper cut or kick or whatever. What if

0:43:55.200 --> 0:43:59.120
<v Speaker 1>they hid a few really over the top moves that

0:43:59.160 --> 0:44:01.240
<v Speaker 1>could be pulled off at the end of a match.

0:44:01.600 --> 0:44:04.560
<v Speaker 1>Players would have to execute a series of joystick moves

0:44:04.560 --> 0:44:08.000
<v Speaker 1>and button presses to pull off these maneuvers. They would

0:44:08.040 --> 0:44:12.640
<v Speaker 1>be finishers or fatalities that would show one character killing

0:44:12.680 --> 0:44:16.560
<v Speaker 1>another on screen. They did this sort of for fun

0:44:16.920 --> 0:44:19.960
<v Speaker 1>and initially got a very shocked reaction from within the

0:44:20.000 --> 0:44:23.040
<v Speaker 1>company and the actors portraying the characters. They kept saying,

0:44:23.760 --> 0:44:27.319
<v Speaker 1>we can't do this, and the developer said, why can't

0:44:27.360 --> 0:44:29.839
<v Speaker 1>we do it? No one ever comes in to check

0:44:29.920 --> 0:44:33.680
<v Speaker 1>on us, I think we're okay, And sure enough people

0:44:33.880 --> 0:44:36.279
<v Speaker 1>thought about it, and soon dollar signs were kind of

0:44:36.320 --> 0:44:38.680
<v Speaker 1>appearing all over the place, and they thought this could

0:44:38.719 --> 0:44:41.160
<v Speaker 1>be a really big part of the experience of playing

0:44:41.200 --> 0:44:44.799
<v Speaker 1>the game. Players could discover the correct combinations and then

0:44:44.840 --> 0:44:48.720
<v Speaker 1>show off to friends who would go ape at seeing

0:44:48.920 --> 0:44:52.240
<v Speaker 1>one character rip the heart out of another or decapitating

0:44:52.280 --> 0:44:54.799
<v Speaker 1>them with an uppercut or whatever. So it went into

0:44:54.800 --> 0:44:58.240
<v Speaker 1>the game. In the end, Mortal Kombat would be a violent,

0:44:58.560 --> 0:45:02.759
<v Speaker 1>bloody and cheeky game. It didn't take itself too seriously,

0:45:03.120 --> 0:45:05.359
<v Speaker 1>and when the company tested out the game and its

0:45:05.400 --> 0:45:10.800
<v Speaker 1>locations around Chicago, it was immediately clear they had produced

0:45:10.840 --> 0:45:15.719
<v Speaker 1>a huge hit. Orders poured in for the game. More

0:45:15.719 --> 0:45:20.640
<v Speaker 1>than twenty five thousand units were sold. Players were going

0:45:20.880 --> 0:45:24.160
<v Speaker 1>crazy finding out how to pull off fatalities, and the

0:45:24.200 --> 0:45:28.600
<v Speaker 1>game's practice of loser pays, winner stays was really popular too,

0:45:28.880 --> 0:45:32.040
<v Speaker 1>meaning if you were facing off against another human player

0:45:32.120 --> 0:45:35.040
<v Speaker 1>and you won, you got to keep playing, but if

0:45:35.040 --> 0:45:37.080
<v Speaker 1>you lost, then you had to put in another coin

0:45:37.200 --> 0:45:39.560
<v Speaker 1>or make way for the next person. This encouraged people

0:45:39.560 --> 0:45:43.320
<v Speaker 1>to line their quarters or tokens up on the arcade

0:45:43.360 --> 0:45:46.280
<v Speaker 1>machine in order to call next, and you had lines

0:45:46.360 --> 0:45:49.760
<v Speaker 1>of challengers forming to play against the current local hot shot.

0:45:50.320 --> 0:45:53.680
<v Speaker 1>The arcade machine just kept collecting coins, so it was

0:45:53.719 --> 0:45:58.640
<v Speaker 1>a really effective product for Midway. It was a huge success.

0:46:00.160 --> 0:46:03.200
<v Speaker 1>Now we've been going for a while and I've got

0:46:03.239 --> 0:46:06.360
<v Speaker 1>a lot more to say about Mortal Kombat and Midway.

0:46:07.000 --> 0:46:09.640
<v Speaker 1>I want to talk more about how the game progressed

0:46:09.960 --> 0:46:13.920
<v Speaker 1>and changed over the years, the pressures that the developers

0:46:13.920 --> 0:46:17.759
<v Speaker 1>found themselves under and things that that led to them

0:46:17.800 --> 0:46:21.680
<v Speaker 1>deciding to try something different, as well as the demise

0:46:21.840 --> 0:46:26.160
<v Speaker 1>of Midway and the continuing success of Mortal Kombat. But

0:46:26.239 --> 0:46:28.800
<v Speaker 1>all of that's gonna have to wait for another episode,

0:46:28.840 --> 0:46:31.640
<v Speaker 1>So tune in later this week for part two of

0:46:31.680 --> 0:46:36.719
<v Speaker 1>this and we will pick up to talk about the consequences,

0:46:37.120 --> 0:46:41.040
<v Speaker 1>perhaps with a k of Mortal Kombat coming out. If

0:46:41.120 --> 0:46:43.840
<v Speaker 1>you have suggestions for topics I should tackle in future

0:46:43.840 --> 0:46:47.040
<v Speaker 1>episodes of tech Stuff, let me know on Twitter where

0:46:47.040 --> 0:46:50.680
<v Speaker 1>our handle is text Stuff hs W, and I'll talk

0:46:50.719 --> 0:46:59.120
<v Speaker 1>to you again really soon. Text Stuff is an I

0:46:59.239 --> 0:47:02.720
<v Speaker 1>Heart Radio production. For more podcasts from I Heart Radio,

0:47:03.080 --> 0:47:06.240
<v Speaker 1>visit the i Heart Radio app, Apple Podcasts, or wherever

0:47:06.320 --> 0:47:12.400
<v Speaker 1>you listen to your favorite shows. H