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These are the user uploaded subtitles that are being translated: 1 00:03:47,798 --> 00:03:49,900 Good afternoon, ladies and gentlemen. 2 00:03:51,802 --> 00:03:55,639 The demo which you're about to see, and hopefully participate in... 3 00:03:55,773 --> 00:03:59,410 (Decuir) 'The original inventor of video games, Ralph Baer.' 4 00:04:00,277 --> 00:04:04,448 He was sitting there working for a defence contractor in the United States 5 00:04:05,049 --> 00:04:07,718 In Manchester, New Hampshire, in 1968, 6 00:04:08,219 --> 00:04:12,656 and he was thinking that this technology would let us bring stories home. 7 00:04:12,790 --> 00:04:16,093 And so he designed a box called the Brown Box, 8 00:04:16,227 --> 00:04:17,528 which was all discrete. 9 00:04:17,661 --> 00:04:19,497 There were no microprocessors yet. 10 00:04:19,630 --> 00:04:22,633 And he didn't use any integrated circuits at all, 11 00:04:22,733 --> 00:04:24,869 he just built discrete circuits 12 00:04:25,002 --> 00:04:28,105 that would create simple objects on a TV screen 13 00:04:28,239 --> 00:04:30,674 and let a controller move them. 14 00:04:31,208 --> 00:04:36,213 And he sat there, he got it to work, he got a lot of broad-ranging patents, 15 00:04:36,313 --> 00:04:39,316 but his company was an aerospace company, 16 00:04:39,450 --> 00:04:42,253 they didn't know anything at all about consumer electronics. 17 00:04:42,353 --> 00:04:45,556 So finally his company hooked up with Magnavox, 18 00:04:45,689 --> 00:04:49,026 and they came out with the Magnavox Odyssey. 19 00:04:49,126 --> 00:04:53,063 'Magnavox presents Odyssey, the electronic game of the future. 20 00:04:53,164 --> 00:04:56,767 'Odyssey easily attaches to any brand TV, black-and-white or colour, 21 00:04:56,901 --> 00:05:00,137 'to create a closed-circuit electronic playground.' 22 00:05:00,271 --> 00:05:04,975 (Decuir) That was demonstrated in the San Francisco Bay area in 1972, 23 00:05:05,109 --> 00:05:08,112 and Nolan Bushnell saw it, and he was inspired. 24 00:05:08,679 --> 00:05:11,282 Now Bushnell had been thinking about 25 00:05:11,382 --> 00:05:14,718 bringing video games to the arcade world, 26 00:05:15,653 --> 00:05:18,923 and he'd been starting trying to figure out how to take Computer Space, 27 00:05:19,056 --> 00:05:22,660 which was done with large computers on vector monitors, 28 00:05:23,160 --> 00:05:24,762 and trying to come up with something that did that. 29 00:05:24,895 --> 00:05:27,598 And that was all discrete logic too. 30 00:05:27,731 --> 00:05:31,869 But then he saw this easy, accessible game 31 00:05:32,870 --> 00:05:38,175 and he took the idea and he asked Al Alcorn to build an implementation of it, 32 00:05:38,309 --> 00:05:40,277 and that became Atari Pong. 33 00:05:40,377 --> 00:05:42,479 That put Atari on the map. 34 00:05:42,580 --> 00:05:45,549 So that got Atari 35 00:05:45,683 --> 00:05:49,620 to be the leader in the arcade video game business, 36 00:05:49,753 --> 00:05:51,889 as opposed to the home video game business, 37 00:05:51,989 --> 00:05:54,325 which Magnavox was the pioneer in. 38 00:05:54,425 --> 00:05:57,828 Then they started building more complicated machines. 39 00:05:57,962 --> 00:05:59,897 They started with random logic, 40 00:05:59,997 --> 00:06:03,300 and then they started experimenting with microprocessors. 41 00:06:03,400 --> 00:06:07,204 So then that set up a square that was incomplete. 42 00:06:07,338 --> 00:06:09,907 There were home Pong-type games. 43 00:06:10,007 --> 00:06:13,010 There were arcade Pong-like games. 44 00:06:13,143 --> 00:06:16,313 There were more complicated arcade video games 45 00:06:16,413 --> 00:06:18,983 and the place to complete was, 46 00:06:19,116 --> 00:06:24,722 "How can Atari, and their competitors, bring the complicated games home?" 47 00:06:25,456 --> 00:06:29,593 That market problem was the one that the Atari 2600, 48 00:06:30,261 --> 00:06:32,730 codenamed Stella, was intended to solve. 49 00:06:32,830 --> 00:06:34,865 (Kaplan) Nolan bought a group of engineers 50 00:06:34,999 --> 00:06:37,067 called Cyan Engineering. 51 00:06:37,201 --> 00:06:41,739 They were up in Grass Valley: Steve Mayer, Larry Emmons, Ron Milner. 52 00:06:41,839 --> 00:06:45,075 They were the three engineers, and Nolan tasked them 53 00:06:45,209 --> 00:06:48,846 with building a consumer version of a coin-op game. 54 00:06:48,979 --> 00:06:50,781 They hired Joe Decuir, 55 00:06:50,881 --> 00:06:54,451 and the four of them built a giant bread board. 56 00:06:54,585 --> 00:06:56,553 It was always gonna be a console, 57 00:06:56,654 --> 00:06:59,223 we knew it was gonna be programmable in some fashion, 58 00:06:59,356 --> 00:07:01,458 but we were under a lot of pressure 59 00:07:01,592 --> 00:07:03,627 to keep the bill and materials down. 60 00:07:03,761 --> 00:07:06,063 To make it programmable would have meant 61 00:07:06,196 --> 00:07:08,799 to have some built-in ROM with a language. 62 00:07:08,899 --> 00:07:09,900 We would've needed some RAM 63 00:07:10,034 --> 00:07:12,703 to put the programs that you were gonna create in. 64 00:07:12,836 --> 00:07:14,672 That would have made it more expensive. 65 00:07:14,805 --> 00:07:18,575 And we would've had to put in the cost of some kind of keyboard controller. 66 00:07:18,676 --> 00:07:21,178 And we thought it was too big a jump 67 00:07:21,278 --> 00:07:23,814 to go all the way to a personal computer the first time. 68 00:07:23,914 --> 00:07:27,084 Jay Miner and Harold Lee were the main chip guys, 69 00:07:27,217 --> 00:07:28,852 and Jay Miner did the whole design. 70 00:07:28,986 --> 00:07:30,721 So he took that giant bread board, 71 00:07:30,854 --> 00:07:33,057 and he was gonna push it down to a single chip. 72 00:07:33,190 --> 00:07:35,392 He basically produced the TIA chip, 73 00:07:35,492 --> 00:07:37,328 which was the Television Interface Adaptor chip, 74 00:07:37,461 --> 00:07:40,264 which shrunk 150 chips on a circuit board in an arcade machine 75 00:07:40,397 --> 00:07:41,899 into one little tiny chip. 76 00:07:42,032 --> 00:07:46,236 So he had to throw out a bunch of stuff that the Grass Valley guys had done, 77 00:07:46,337 --> 00:07:49,807 so we ended up having to do the software and of course we complained bitterly. 78 00:07:49,907 --> 00:07:53,544 "Come on, Jay. I don't wanna write horizontal syncs every line, just do it!" 79 00:07:54,478 --> 00:07:56,413 But the things that he threw out 80 00:07:56,513 --> 00:08:00,017 perfectly set up so that we could do what we ended up doing. 81 00:08:00,117 --> 00:08:04,955 From the first crude Tank and Pong games, till Pitfall! 82 00:08:05,089 --> 00:08:09,026 We could've done a game like Pitfall! graphics in 1976. 83 00:08:09,126 --> 00:08:10,728 We just didn't know how. 84 00:08:10,861 --> 00:08:15,132 The machine didn't change over those six years, we did. 85 00:08:15,766 --> 00:08:17,701 And so, part of that, or most of that, 86 00:08:17,835 --> 00:08:20,571 was because Jay left off a whole bunch of stuff. 87 00:08:20,704 --> 00:08:26,110 People got very creative within the first two, three years of the lifespan of the VCS. 88 00:08:26,243 --> 00:08:31,648 And people did absolutely amazing and staggeringly inventive things with that. 89 00:08:31,749 --> 00:08:33,050 (♪ SQUEEZE: "Take Me I'm Yours") 90 00:08:33,150 --> 00:08:36,186 ♪ Take me, I'm yours 91 00:08:36,320 --> 00:08:40,758 ♪ Because dreams are made of this 92 00:08:40,891 --> 00:08:46,363 ♪ Forever there'll be a heaven in your kiss 93 00:08:52,369 --> 00:08:56,206 ♪ Amusing belly dancers Distract me from my wine 94 00:08:56,340 --> 00:08:59,810 ♪ Across Tibetan mountains Are memories of mine 95 00:08:59,943 --> 00:09:03,981 ♪ I've stood some ghostly moments With natives in the hills 96 00:09:04,114 --> 00:09:06,750 ♪ Recorded here on paper 97 00:09:06,884 --> 00:09:09,987 ♪ My chills and thrills and spills... ♪ 98 00:09:10,120 --> 00:09:11,588 (Decuir) We were aware of Apple. 99 00:09:11,722 --> 00:09:15,392 We knew they were going after the appliance computer market 100 00:09:15,526 --> 00:09:19,129 with much higher costs and much different market. 101 00:09:19,229 --> 00:09:23,167 You have the Apple II, which was a really advanced computer. 102 00:09:23,300 --> 00:09:26,170 It had all kind of capacity for expansion 103 00:09:26,303 --> 00:09:30,441 that would help it do things for business and science and office workers. 104 00:09:31,175 --> 00:09:36,980 Meanwhile, Apple had cultivated a really strong image as a computer company. 105 00:09:37,114 --> 00:09:39,383 Then you have the first Atari, which is very limited, 106 00:09:39,983 --> 00:09:43,320 and gave them a reputation as a game company. 107 00:09:43,754 --> 00:09:45,589 (Decuir) And we went after the console market, 108 00:09:45,722 --> 00:09:48,459 because we were an entertainment games company. 109 00:09:49,526 --> 00:09:52,930 And it helped us a lot that we were thinking in those terms, 110 00:09:53,030 --> 00:09:56,033 and not in terms of productivity software. 111 00:09:56,166 --> 00:09:59,403 We re-wrestled that problem later with our next machine. 112 00:10:00,170 --> 00:10:02,406 'Atari brings the computer age home.' 113 00:10:02,539 --> 00:10:05,008 - Gotta run, gotta go! - Late again, Dad? 114 00:10:05,142 --> 00:10:06,543 'With an Atari home computer...' 115 00:10:06,643 --> 00:10:07,811 Have a nice day at the office! 116 00:10:07,945 --> 00:10:10,280 '...you can easily work at home 117 00:10:10,414 --> 00:10:13,283 'or open your home to a world of possibilities. 118 00:10:13,417 --> 00:10:18,489 'In fact, the hardest part about owning an Atari home computer isn't how to use it, 119 00:10:18,622 --> 00:10:20,390 'but who gets to use it.' 120 00:10:20,491 --> 00:10:23,827 Market's closed, Dad. Mind if I do my work? 121 00:10:23,961 --> 00:10:25,496 Hey, nope, no problem. 122 00:10:25,629 --> 00:10:28,265 'Atari Home Computers. We've brought the computer age home.' 123 00:10:28,398 --> 00:10:31,768 Jay Miner had become sort of head of the chip group. 124 00:10:31,869 --> 00:10:38,575 Jay was the heart and soul behind the Atari 400 and the Atari 800. 125 00:10:38,675 --> 00:10:40,911 When I was programming the 800 in 1980, 126 00:10:41,044 --> 00:10:44,848 I was stunned by just how clever the design was. 127 00:10:45,282 --> 00:10:48,218 The Atari 400 and 800 personal computer systems 128 00:10:48,318 --> 00:10:50,787 have outstanding graphics capabilities. 129 00:10:51,288 --> 00:10:53,090 These features are made possible 130 00:10:53,223 --> 00:10:56,860 by three unique, large-scale integrated circuit chips. 131 00:10:56,994 --> 00:10:59,530 Jay had divided into three chips this time, 132 00:10:59,663 --> 00:11:01,632 cos he couldn't fit it all into one chip. 133 00:11:01,732 --> 00:11:03,700 So there was a new version of the TIA, 134 00:11:03,834 --> 00:11:05,903 which we called the Colleen TIA. 135 00:11:06,036 --> 00:11:08,438 It handled sprites, missiles, balls. 136 00:11:08,539 --> 00:11:11,008 The ANTIC was the stuff that overflowed, 137 00:11:11,108 --> 00:11:12,743 that did more of the playfield graphics. 138 00:11:13,343 --> 00:11:16,847 And the ANTIC had something that we invented called the display list. 139 00:11:16,947 --> 00:11:18,849 So you give it a list of instructions, 140 00:11:18,949 --> 00:11:22,019 very simple ones, telling it what to do on each line, 141 00:11:22,119 --> 00:11:25,455 so we didn't have to write kernels to load the register. 142 00:11:25,556 --> 00:11:29,259 So this display list would load those registers for us every line. 143 00:11:29,359 --> 00:11:31,728 And it controlled the line by itself. 144 00:11:31,862 --> 00:11:33,430 And the third chip was the POKEY chip, 145 00:11:34,164 --> 00:11:38,268 which stands for "Potentiometers and Keyboard". 146 00:11:38,368 --> 00:11:40,938 So it did the joysticks, the pots, 147 00:11:41,071 --> 00:11:43,040 the keyboard, and the other peripherals. 148 00:11:43,140 --> 00:11:47,911 I think the most important thing about those early chipsets 149 00:11:48,378 --> 00:11:50,914 were that they recognised that 150 00:11:51,048 --> 00:11:54,851 computers could be about a lot more than just crunching numbers. 151 00:11:55,519 --> 00:11:57,154 That computers could be fun. 152 00:11:57,287 --> 00:12:01,458 Computers could be engaging, exciting, creative. 153 00:12:01,959 --> 00:12:08,765 And that it required a degree of technical ingenuity and creativity 154 00:12:08,899 --> 00:12:12,102 that people simply weren't putting into computers at that point, 155 00:12:12,202 --> 00:12:14,271 certainly not into computing technology. 156 00:12:14,371 --> 00:12:16,373 I mean, you look at something like the Apple II. 157 00:12:16,506 --> 00:12:19,876 It was a good computer, it would run spreadsheets and so on, 158 00:12:19,977 --> 00:12:21,612 and even some primitive games. 159 00:12:21,745 --> 00:12:24,147 But there was a lot missing. 160 00:12:24,281 --> 00:12:28,752 And a lot of the stuff that was missing was in the Atari 400 and 800 chipsets. 161 00:12:41,598 --> 00:12:44,601 (Kaplan) At Atari, Warner Communications bought them, 162 00:12:44,735 --> 00:12:46,637 they installed Ray Kassar as president. 163 00:12:46,770 --> 00:12:49,840 Best is yet to come, we have terrific games coming out next year. 164 00:12:49,973 --> 00:12:53,777 We have E.T. for example, a wonderful love story cartridge. 165 00:12:53,910 --> 00:12:55,746 I think there's great interest in home computers, 166 00:12:55,846 --> 00:12:57,514 which Atari makes, and video games... 167 00:12:57,614 --> 00:13:01,918 They were essentially owned by a entertainment media conglomerate, 168 00:13:02,019 --> 00:13:04,721 and Ray Kassar came from that culture. 169 00:13:04,821 --> 00:13:06,523 Now you have to realise 170 00:13:06,623 --> 00:13:10,327 that Nolan Bushnell and Joe Keenan and Al Alcorn, 171 00:13:10,427 --> 00:13:12,596 they were basically goof-offs. 172 00:13:12,729 --> 00:13:15,866 Not quite hippies, but you'd call them relaxed, casual. 173 00:13:15,999 --> 00:13:17,234 They smoked dope. 174 00:13:17,367 --> 00:13:20,404 We went up to Nolan's suite where we smoked a few joints. 175 00:13:20,537 --> 00:13:22,606 And so that was the Atari that we knew. 176 00:13:22,739 --> 00:13:25,642 Ray comes in with his, you know, $3,000 suits. 177 00:13:25,776 --> 00:13:29,046 He had a chauffeured limousine that drove him up to the city. 178 00:13:29,179 --> 00:13:33,950 Ray Kassar was not a technical guy, he came from the fabric business. 179 00:13:34,051 --> 00:13:38,855 And he was a vice-president at something called Burlington Industries, 180 00:13:38,989 --> 00:13:41,591 that makes towels and socks. 181 00:13:41,692 --> 00:13:46,563 He thought that you sold computers to women in designer colours. 182 00:13:46,663 --> 00:13:50,000 He gave a lecture to us in Atari Engineering 183 00:13:50,434 --> 00:13:54,705 in late January, early February of 1979. 184 00:13:54,838 --> 00:13:56,606 And he told us this. 185 00:13:57,274 --> 00:14:01,278 Most of the women who worked at Atari in engineering left within a month. 186 00:14:01,411 --> 00:14:03,680 They really just did not understand 187 00:14:03,814 --> 00:14:06,650 how to treat developers and how to do engineering. 188 00:14:06,783 --> 00:14:10,053 He said, "I've worked with towel designers at Burlington." 189 00:14:10,187 --> 00:14:13,590 And they make those designs on the towels, the fancy patterns and stuff. 190 00:14:13,690 --> 00:14:16,693 And he said, "They consider themselves artists. 191 00:14:16,827 --> 00:14:20,630 "They think it's their art on the towel that sells the towel." 192 00:14:20,731 --> 00:14:25,602 And he said, "I had to tell them, 'You guys are a dime a dozen. 193 00:14:25,702 --> 00:14:28,638 "'I could hire any idiot to design towels. 194 00:14:28,739 --> 00:14:30,707 "'And I wouldn't have to pay them anything."' 195 00:14:30,841 --> 00:14:33,744 And so he basically said we were a dime a dozen, 196 00:14:33,877 --> 00:14:37,347 he didn't need to pay us anything cos he could hire anybody to do what we do. 197 00:14:37,481 --> 00:14:39,015 It was just like towel design. 198 00:14:39,116 --> 00:14:42,519 And Jay Miner said, "I don't like where this is going." 199 00:14:42,652 --> 00:14:45,956 Jay Miner wanted to continue the work he'd done on the Atari 800. 200 00:14:46,089 --> 00:14:49,693 It was clear they weren't gonna be able to make any new technology at Atari, 201 00:14:49,826 --> 00:14:55,866 so he just left, and actually went to work for a company making pacemaker chips. 202 00:14:55,966 --> 00:14:58,702 Zymos was a chip company, they made chips. 203 00:14:58,835 --> 00:15:01,238 In those days, you do RAM chips, 204 00:15:01,338 --> 00:15:05,075 you do peripheral chips, any kind of chip that the company can do. 205 00:15:09,880 --> 00:15:12,949 While I was at Activision, after I finished Kaboom!, 206 00:15:13,083 --> 00:15:15,519 I really wanted to do a new game system. 207 00:15:15,652 --> 00:15:18,755 Atari still had not come out with the 5200, 208 00:15:18,889 --> 00:15:21,892 they were still selling 400s and 800s. 209 00:15:21,992 --> 00:15:26,663 And Doug Neubauer had called me up one day, and we were talking about it. 210 00:15:26,763 --> 00:15:30,200 I said, "Look, I wanna leave Activision, I really wanna do a new game system." 211 00:15:30,333 --> 00:15:33,470 We both knew Jay Miner, we talked about it. 212 00:15:33,570 --> 00:15:35,772 And he said, sure he'd like to do it. 213 00:15:35,906 --> 00:15:39,209 Bert Braddock, the president of Zymos, he liked the idea. 214 00:15:39,342 --> 00:15:42,212 So we put together, like, a little business plan, 215 00:15:42,345 --> 00:15:44,714 and he presented it to his investor, 216 00:15:44,815 --> 00:15:47,684 who was a man named O.W. Rollins. 217 00:15:47,784 --> 00:15:50,287 He had put a lot of money into Zymos, 218 00:15:50,387 --> 00:15:52,722 so Rollins said he'll invest money. 219 00:15:53,156 --> 00:15:55,692 It was just purely a game machine with joysticks 220 00:15:55,792 --> 00:15:58,428 and a simple console, nothing else. 221 00:15:58,562 --> 00:16:00,931 I guess, at the time, with Atari doing so well 222 00:16:01,031 --> 00:16:03,166 and everybody was talking about games, 223 00:16:03,300 --> 00:16:05,335 they really wanted to invest in a game console. 224 00:16:05,435 --> 00:16:08,138 It looked like it was gonna do very well for them at that time. 225 00:16:08,238 --> 00:16:10,207 June of 1982, 226 00:16:10,340 --> 00:16:15,045 Rollins hired an executive search team to find a president. 227 00:16:15,178 --> 00:16:19,015 And they found Dave Morse, Tonka Toys in Minnesota. 228 00:16:19,149 --> 00:16:22,419 And so Dave and I worked on the business plan over the summer, 229 00:16:22,552 --> 00:16:24,855 and they basically approved it in September. 230 00:16:24,988 --> 00:16:26,389 So in October of '82, 231 00:16:26,523 --> 00:16:32,262 Rollins agreed to spend $3 million to fund, at that time, Hi-Toro. 232 00:16:32,395 --> 00:16:34,631 This is, of course, the season to be jolly, 233 00:16:34,764 --> 00:16:36,933 but the folks at Mattel and Warner Communications 234 00:16:37,033 --> 00:16:38,335 and a lot of other companies 235 00:16:38,435 --> 00:16:40,737 are having trouble getting into the holiday spirit. 236 00:16:40,837 --> 00:16:43,974 Sales down dramatically for home video game cartridges 237 00:16:44,074 --> 00:16:45,842 and investors are bailing out. 238 00:16:45,976 --> 00:16:47,344 Scott Barrett reports. 239 00:16:47,944 --> 00:16:50,780 (Barrett) 'Warner Communications down one and a quarter points today, 240 00:16:50,881 --> 00:16:52,782 '16 and three quarter points yesterday. 241 00:16:52,883 --> 00:16:55,619 'Mattel down seven and a quarter points today. 242 00:16:55,752 --> 00:16:59,089 'Both companies have one important Christmas season product in common: 243 00:16:59,789 --> 00:17:01,558 'home video game cartridges...' 244 00:17:01,658 --> 00:17:05,695 What happened with Atari was that they got really big really quickly, 245 00:17:05,829 --> 00:17:10,233 and then they forgot that technology was gonna keep going, it was gonna get better. 246 00:17:10,367 --> 00:17:15,872 They started to think of their Atari video computer system, the 2600, 247 00:17:16,006 --> 00:17:17,574 kind of like a television, 248 00:17:17,674 --> 00:17:20,510 thinking there's gonna be one of these in every home, it's like an appliance. 249 00:17:21,077 --> 00:17:25,282 And Atari, nevertheless, felt like they could ride that horse for years and years. 250 00:17:25,415 --> 00:17:28,451 Naturally, it was going to hit a wall very, very quickly, 251 00:17:28,585 --> 00:17:32,055 and they overbuilt the company around that assumption. 252 00:17:32,188 --> 00:17:35,692 And they didn't really plan that effectively for a next generation. 253 00:17:35,825 --> 00:17:39,462 And so it went up really fast, and then it turned around and it came down really fast. 254 00:17:39,596 --> 00:17:43,500 Just like the laws of physics, what goes up must come down. 255 00:17:43,633 --> 00:17:48,538 And then they made a great big implosion when they crashed, 256 00:17:48,672 --> 00:17:51,708 and they kind of sucked the entire industry down with them for a while. 257 00:17:51,841 --> 00:17:56,079 All the game companies were losing money. Mattel, 20th Century Fox, Hasbro. 258 00:17:56,212 --> 00:17:59,616 All of those others companies, Imagic, they all went broke. 259 00:17:59,716 --> 00:18:02,452 And retailers and distributors refused to carry anything. 260 00:18:02,552 --> 00:18:05,355 We were telling our sales people at Electronic Arts 261 00:18:05,488 --> 00:18:08,358 to go find all the guys who are carrying Atari. 262 00:18:08,491 --> 00:18:11,728 They came back and said, "They're all gone. They all went out of business or shut down. 263 00:18:11,861 --> 00:18:14,230 "They don't want to do anything with any more video games." 264 00:18:14,331 --> 00:18:18,835 It was very difficult in the early '80s trying to rebuild all of that distribution. 265 00:18:18,935 --> 00:18:23,707 Nobody, no single American toy store, distributor, 266 00:18:23,840 --> 00:18:25,976 nobody wanted to hear the word "video game." 267 00:18:26,109 --> 00:18:29,245 They'd all lost their shirt, and they would never touch them again. 268 00:18:29,346 --> 00:18:31,081 There is one encouraging note for the industry, 269 00:18:31,181 --> 00:18:33,149 while software sales may be slumping, 270 00:18:33,283 --> 00:18:35,552 and of course "software" is a computer buff term 271 00:18:36,052 --> 00:18:39,089 for that video cartridge that contains the game program, 272 00:18:39,189 --> 00:18:41,358 hardware sales are still soaring. 273 00:18:41,491 --> 00:18:44,461 Most hardware can double as a personal computer, 274 00:18:44,561 --> 00:18:47,497 leading most optimistic industry experts to conclude 275 00:18:47,597 --> 00:18:50,300 that video game players may be tired of playing 276 00:18:50,400 --> 00:18:53,603 and are now getting down to the serious business of computing. 277 00:18:53,737 --> 00:18:57,707 And so, the only market available at that time really was the computer. 278 00:18:57,807 --> 00:19:01,611 If you started in 1983 with an idea for a new company, 279 00:19:01,745 --> 00:19:03,179 you could not do a video game. 280 00:19:03,313 --> 00:19:05,882 There was just absolutely no possibility, 281 00:19:05,982 --> 00:19:09,085 because there wasn't a distributor or retailer that would talk to you. 282 00:19:09,185 --> 00:19:12,589 And the Consumer Electronic Shows, they disappeared. 283 00:19:12,722 --> 00:19:15,091 If you went to the show in, say, June of '83, 284 00:19:15,191 --> 00:19:17,761 there were almost no video games there at all. 285 00:19:17,894 --> 00:19:22,132 Jay Miner had already begun a project 286 00:19:22,232 --> 00:19:25,835 to design a low-cost super computer 287 00:19:25,969 --> 00:19:28,638 based on the Motorola 68000 chip, 288 00:19:28,772 --> 00:19:33,510 which at that time, was only being used in high-end workstations. 289 00:19:33,610 --> 00:19:35,378 Dave learned about it, 290 00:19:35,512 --> 00:19:41,117 and the two of them decided to go back to the original backer 291 00:19:41,217 --> 00:19:46,389 and propose that they make a few changes to the strategy, 292 00:19:46,523 --> 00:19:50,560 but basically fund the continuation of this project. 293 00:19:51,027 --> 00:19:56,666 The changes were not only to target the low-end business market, 294 00:19:56,800 --> 00:19:58,868 which is what Jay had in mind, 295 00:19:59,002 --> 00:20:02,772 but also to target the home computer market, 296 00:20:02,872 --> 00:20:06,042 including the ability to do dazzling video games. 297 00:20:06,943 --> 00:20:09,679 So that was the element that Dave added. 298 00:20:09,813 --> 00:20:13,383 Dave Morse was what I consider to be a marketing genius, 299 00:20:14,617 --> 00:20:19,022 well under-considered in terms of, I think, an awful lot of people. 300 00:20:19,155 --> 00:20:20,557 Very creative. 301 00:20:20,657 --> 00:20:26,863 And his directive to us was he wanted to be able to animate cartoons in real time. 302 00:20:26,996 --> 00:20:30,266 So we again listed, "What do we need for a game? 303 00:20:30,400 --> 00:20:31,801 "What do we need for productivity? 304 00:20:31,901 --> 00:20:34,270 "Let's make sure we can cover both of them in the same set." 305 00:20:34,404 --> 00:20:39,976 At that point, the only real game in town in the low-end business market 306 00:20:40,076 --> 00:20:43,780 and also high-end home market was the Apple IIe. 307 00:20:43,880 --> 00:20:46,716 They had owned that market for a long, long time, 308 00:20:46,850 --> 00:20:50,320 and Dave felt it wasn't a terribly exciting computer. 309 00:20:50,453 --> 00:20:52,322 There was also all the Commodore computers. 310 00:20:52,455 --> 00:20:53,857 And Commodore was very big at the time. 311 00:20:53,990 --> 00:20:57,460 They had sold millions and millions of these small home computers. 312 00:21:08,605 --> 00:21:10,306 'Ghostbusters!' 313 00:21:10,840 --> 00:21:13,476 So the idea of taking that idea and really extending it 314 00:21:13,610 --> 00:21:17,747 and giving those a lot more graphic capability, a lot more power, 315 00:21:17,881 --> 00:21:20,717 you know, the multitasking as well as really good sound, 316 00:21:20,850 --> 00:21:24,487 it was just the next step in the evolution of personal computing. 317 00:21:24,921 --> 00:21:31,427 (Decuir) I have a notebook from Atari which has a preview of the Amiga. 318 00:21:31,528 --> 00:21:35,465 I wrote that preview in June of 1979. 319 00:21:35,565 --> 00:21:39,969 And so when Jay called me up in the fall of 1982 and said, 320 00:21:40,069 --> 00:21:43,473 "Let's come up with a new machine"' I was ready to go. 321 00:21:43,573 --> 00:21:48,478 So I went and met Jay in October of 1982 and we started planning out this system. 322 00:21:48,945 --> 00:21:51,948 So I worked as a consultant for Jay Miner. 323 00:21:52,081 --> 00:21:54,851 I was badge number three at what was then called Hi-Toro. 324 00:21:54,951 --> 00:21:59,756 While I was working with Jay finishing up the clock chip at Apple, 325 00:21:59,889 --> 00:22:02,458 and of course we'd go out for lunch every now and then, 326 00:22:02,559 --> 00:22:05,595 I was in the Macintosh lab. 327 00:22:05,728 --> 00:22:08,798 And my lab bench was very near Dan Kottke's, 328 00:22:08,932 --> 00:22:11,868 another early engineer on the Macintosh project, 329 00:22:11,968 --> 00:22:16,539 and he was adding a test connector to the Mac motherboard. 330 00:22:16,673 --> 00:22:20,743 And Steve Jobs comes over and says, "What's that?" 331 00:22:20,877 --> 00:22:23,146 There are various stories about Steve Jobs 332 00:22:23,279 --> 00:22:25,415 walking up to an engineer and going, "What are you doing?" 333 00:22:25,548 --> 00:22:28,718 And Dan Kottke says, "I'm putting in a test connector." 334 00:22:28,818 --> 00:22:31,554 And Steve goes, "What test connector? What do you want to test?" And he says, 335 00:22:31,688 --> 00:22:36,359 "Well, various things, like an option, for instance, for a colour adaptor." 336 00:22:36,492 --> 00:22:38,127 And then Steve goes on this rant 337 00:22:38,228 --> 00:22:42,632 about how the Mac is a black-and-white high-resolution monochrome computer, 338 00:22:42,765 --> 00:22:45,335 "It'll never have colour, I don't want you playing with colour. 339 00:22:45,435 --> 00:22:47,570 "Please remove that test connector." 340 00:22:47,704 --> 00:22:50,974 Right? And Steve rants about this and goes tromping off. 341 00:22:51,107 --> 00:22:55,311 So I'm saying, "OK, Steve doesn't want to do a colour Macintosh." 342 00:22:55,411 --> 00:22:58,982 At the next lunch I went to with Jay, Jay says, 343 00:22:59,115 --> 00:23:04,654 "I've got some investors who want to start a company to do a colour game machine." 344 00:23:04,787 --> 00:23:08,224 And I'm going, "Hey, I've always been interested in colour, 345 00:23:08,358 --> 00:23:10,059 "and Steve says he's not interested in it." 346 00:23:10,193 --> 00:23:15,265 And so, I jumped at the opportunity to do something new and creative. 347 00:23:15,431 --> 00:23:20,370 I worked in the early stages, so I worked with Jay and Ron and very few other people. 348 00:23:21,004 --> 00:23:23,773 And we spent an awful lot of our time on the whiteboard... 349 00:23:23,873 --> 00:23:26,342 Saying, "No, no. That's all wrong"' and erasing it all. 350 00:23:26,442 --> 00:23:29,445 We went through several weeks there 351 00:23:29,579 --> 00:23:33,182 of just throwing ideas around of what we wanted to do. 352 00:23:33,283 --> 00:23:37,754 And then we'd go to the giant drawing table and start drawing all this stuff, 353 00:23:37,854 --> 00:23:41,090 because we didn't have good computer-aided design tools yet. 354 00:23:41,224 --> 00:23:45,094 We were still designing on vellums 355 00:23:45,228 --> 00:23:48,665 and we'd get these big tables with fluorescent lights under them 356 00:23:48,798 --> 00:23:50,767 and do it manually by hand. 357 00:23:50,867 --> 00:23:55,305 It was just the three of us for several months 358 00:23:55,872 --> 00:24:02,211 until we had all the design, except for maybe three features, finalised. 359 00:24:02,312 --> 00:24:05,481 At that time Amiga was looking to expand. 360 00:24:05,615 --> 00:24:08,117 I go down there, I get out at the Sunnyvale train station, 361 00:24:08,251 --> 00:24:10,386 there's this big old guy with a beard, 362 00:24:10,486 --> 00:24:13,289 in a Lincoln, and this little dog sitting at one window. 363 00:24:15,591 --> 00:24:17,794 And I thought, "This is an interesting guy." 364 00:24:17,894 --> 00:24:20,863 And then I guessed correctly 365 00:24:20,997 --> 00:24:23,800 when he asked me the difference between a flip-flop and a latch. 366 00:24:23,900 --> 00:24:26,903 And we hit it off. So I said, "I gotta work for this guy." 367 00:24:27,036 --> 00:24:32,642 They invited me to come out and interview and I blew off their invitation twice. 368 00:24:32,742 --> 00:24:34,410 Two times! 369 00:24:34,510 --> 00:24:36,512 I said, "OK, I'll think about it." 370 00:24:36,646 --> 00:24:40,283 And then I decided I wasn't gonna do it because it was just too wacky. 371 00:24:40,416 --> 00:24:43,052 It's a bunch of people out in California, 372 00:24:43,152 --> 00:24:45,455 they're going to go and create a new computer, 373 00:24:45,555 --> 00:24:47,423 and, sure, this is a great idea. 374 00:24:47,523 --> 00:24:51,694 And my family, especially my mom, were warning me, "Out in California..." 375 00:24:51,828 --> 00:24:56,766 "California is the land of fruit and nuts"' is what they all used to say to me back then. 376 00:24:56,899 --> 00:24:59,035 And though I blew them off twice, they kept calling. 377 00:24:59,135 --> 00:25:01,904 Thankfully, they called the third time. And the third time, I accepted and went out. 378 00:25:02,038 --> 00:25:04,340 I actually missed my first interview. 379 00:25:04,474 --> 00:25:09,178 What I'd heard about it was that there was a small start-up company and so... 380 00:25:09,312 --> 00:25:11,647 Scheduled an interview, and it was on a Friday night. 381 00:25:11,748 --> 00:25:16,352 And HP typically has these things called beer busts, at that time, on Friday night. 382 00:25:16,486 --> 00:25:19,889 And about 8:30, after quite a bit of wine at the beer bust, 383 00:25:19,989 --> 00:25:21,691 I suddenly remembered I was supposed to go 384 00:25:21,791 --> 00:25:24,894 to an interview at Amiga with Bob Pariseau. 385 00:25:24,994 --> 00:25:27,997 And so I called him up in a panic, 386 00:25:28,131 --> 00:25:31,100 and he said, "No, no problem. Just come in next week." 387 00:25:31,200 --> 00:25:32,368 And so I went in, 388 00:25:32,502 --> 00:25:36,773 they had the whiteboard with the 68000 as one of the key elements, 389 00:25:36,906 --> 00:25:40,343 and then they showed the chips and the basic architecture 390 00:25:40,476 --> 00:25:42,545 and fairly quickly I made up my mind 391 00:25:42,678 --> 00:25:45,748 that I wanted to leave HP and join this company. 392 00:25:45,882 --> 00:25:51,220 My wife got a call from a head-hunter and then from Bob Pariseau, 393 00:25:51,354 --> 00:25:54,390 who was the head of software at Amiga. 394 00:25:55,024 --> 00:25:58,995 And it's funny because she felt he was very rude on the telephone, 395 00:25:59,128 --> 00:26:01,831 and said, "Don't call this guy back. 396 00:26:01,964 --> 00:26:04,700 "You don't want to talk to this... I don't want you working for..." 397 00:26:04,801 --> 00:26:07,737 "For this guy and his company." 398 00:26:08,504 --> 00:26:11,007 But I had a friend who had interviewed there 399 00:26:11,140 --> 00:26:14,844 for the operating system job, and he decided it wasn't for him. 400 00:26:14,977 --> 00:26:17,847 But he called me up and he said, "You really should go talk to these guys 401 00:26:17,980 --> 00:26:21,517 "because they want to create a whole new computer system, 402 00:26:21,617 --> 00:26:23,920 "and they want to do a whole operating system from scratch, 403 00:26:24,020 --> 00:26:26,389 "and I was thinking maybe you'd be interested in that." 404 00:26:26,956 --> 00:26:29,926 So I went down to the interview and interviewed with Bob Pariseau 405 00:26:30,026 --> 00:26:32,862 and met some of the other guys there, Dave Morse. 406 00:26:32,995 --> 00:26:36,799 And then they made me an offer the same day, 407 00:26:36,933 --> 00:26:38,367 and I couldn't refuse, I accepted it. 408 00:26:38,468 --> 00:26:44,540 I was talking to, what was at that time, "a talent agent" for technology people. 409 00:26:44,640 --> 00:26:47,944 And he introduced me to this company Amiga 410 00:26:48,044 --> 00:26:51,013 that was doing something interesting. 411 00:26:51,147 --> 00:26:54,450 I went down, I took a look, I saw the whiteboard. 412 00:26:54,584 --> 00:26:58,421 I just knew, without question, that this is what I wanted to work on. 413 00:26:58,554 --> 00:27:00,623 Of course, I completely screwed up the interview. 414 00:27:00,756 --> 00:27:03,826 And Morse threw me out and said, "Go away, don't bother me, little boy." 415 00:27:03,960 --> 00:27:08,297 But I was being massively, totally arrogant. It was awful. 416 00:27:08,431 --> 00:27:10,166 The next morning, I called back. 417 00:27:10,266 --> 00:27:14,170 And I apologised and I tell Dave Morse how sorry I am that I behaved that way, 418 00:27:14,270 --> 00:27:17,173 and I really, really want to just work on that machine. 419 00:27:17,273 --> 00:27:18,841 And he says, "OK, fine. Come in." 420 00:27:18,975 --> 00:27:22,178 And I came in and he handed me off to Tom Cahill 421 00:27:22,278 --> 00:27:24,313 who was running the lab at the time. 422 00:27:24,447 --> 00:27:28,417 And they put me to work sweeping the place clean, 423 00:27:28,518 --> 00:27:32,021 picking up parts, putting them back in the bins where they belong. 424 00:27:32,121 --> 00:27:35,191 And so I started at Amiga as a janitor. 425 00:27:35,291 --> 00:27:38,194 And loved it, and had to be there and it was amazing. 426 00:27:47,670 --> 00:27:49,705 (Sassenrath) One of the things I saw during my interview at Amiga 427 00:27:49,839 --> 00:27:51,307 was a little whiteboard. 428 00:27:51,440 --> 00:27:55,011 I think a lot of the guys talk about this that were on the original Amiga team. 429 00:27:55,111 --> 00:27:57,880 And it was a whiteboard that had a diagram of how the system worked 430 00:27:58,014 --> 00:28:00,082 in terms of its system architecture. 431 00:28:00,216 --> 00:28:04,554 And it was really quite elegant and it was also a multiprocessing architecture, 432 00:28:04,687 --> 00:28:07,256 where multiple things can be happening at the same time. 433 00:28:07,356 --> 00:28:08,958 And as soon as I looked at that, I knew 434 00:28:09,091 --> 00:28:12,061 that multitasking was going to be required to make that work well. 435 00:28:12,161 --> 00:28:16,032 To be able to coordinate all the different parts of the system at the same time. 436 00:28:16,766 --> 00:28:20,703 The magical, incredible drawing on that whiteboard 437 00:28:20,836 --> 00:28:23,940 that showed an amazing architecture. 438 00:28:24,073 --> 00:28:25,908 Multiple buses, 439 00:28:26,042 --> 00:28:29,845 ways to get the graphics out of regular memory and on to video 440 00:28:29,946 --> 00:28:32,448 without stopping the processor. 441 00:28:32,548 --> 00:28:35,051 Real audio? Holy cow! 442 00:28:35,151 --> 00:28:37,086 It had additional features 443 00:28:37,186 --> 00:28:40,122 that were already plotted out on this whiteboard 444 00:28:40,256 --> 00:28:44,727 that made it clear, in advance, that Jay Miner and company intended 445 00:28:44,860 --> 00:28:47,997 to create a real computer not just a game system. 446 00:28:48,130 --> 00:28:50,566 But they intended to create something that could have a keyboard 447 00:28:50,700 --> 00:28:52,401 if you wanted it to have a keyboard. 448 00:28:52,868 --> 00:28:57,340 It could have external drive capability if you wanted to expand it. 449 00:28:57,473 --> 00:29:00,509 Memory expansion if you wanted to expand the system. 450 00:29:00,610 --> 00:29:05,181 So, the process of creating the Amiga was one 451 00:29:05,314 --> 00:29:06,816 where we went back and forth 452 00:29:06,949 --> 00:29:09,986 between how much do we want to make it a game machine, 453 00:29:10,119 --> 00:29:13,489 how much do we want to make it a tool or a utility like a real computer, 454 00:29:13,589 --> 00:29:16,158 or like a IBM-PC type of thing. 455 00:29:16,592 --> 00:29:18,327 And we tried to balance that 456 00:29:18,427 --> 00:29:20,630 through the whole process of making the computer. 457 00:29:20,763 --> 00:29:23,799 And it was a difficult balance to make along the way. 458 00:29:23,933 --> 00:29:27,370 Because those are such different markets and such different types of usages. 459 00:29:27,970 --> 00:29:32,241 We relied on a lot of the concepts that had already been developed. 460 00:29:32,375 --> 00:29:36,512 Grand UNIX systems, grand Sun Microsystems sorts of things, 461 00:29:36,612 --> 00:29:40,783 where they had tackled giant operating systems 462 00:29:40,916 --> 00:29:42,818 and figured out the right way to do it. 463 00:29:43,252 --> 00:29:47,523 We wanted to do that, too. We wanted to create that kind of power. 464 00:29:47,623 --> 00:29:50,626 But to pack it in a little box that was easily accessible, 465 00:29:50,760 --> 00:29:54,330 that was easily affordable by every man. 466 00:29:54,430 --> 00:29:59,235 We wanted to have a machine that was a magnificent game-playing system 467 00:29:59,368 --> 00:30:03,873 that would run circles around any other game system that was out there, 468 00:30:04,006 --> 00:30:05,808 and yet cost less than all of them. 469 00:30:06,342 --> 00:30:10,279 We wanted a machine that had the graphics capabilities 470 00:30:10,413 --> 00:30:13,582 that if you look at what was available in the marketplace at that time, 471 00:30:13,683 --> 00:30:15,451 a Silicon Graphics machine or something like that, 472 00:30:15,584 --> 00:30:17,987 you'd pay $20,000-$30,000 473 00:30:18,087 --> 00:30:21,090 for a machine that would have the kinds of capabilities 474 00:30:21,223 --> 00:30:25,628 that we hoped to be able to launch to the public at less than $1,000 price. 475 00:30:25,761 --> 00:30:27,430 That was our big dream. 476 00:30:27,563 --> 00:30:32,001 We were all in this together, we all had kind of the same vision. 477 00:30:32,101 --> 00:30:35,037 It really was more like a mission from God, 478 00:30:35,171 --> 00:30:37,773 that we thought we needed to bring this out 479 00:30:37,873 --> 00:30:40,609 for everyone to be able to experience and use. 480 00:30:40,710 --> 00:30:42,978 And it had a friendly name, Amiga, that... 481 00:30:43,079 --> 00:30:45,781 Who could not love such a name? 482 00:30:45,881 --> 00:30:49,852 When I joined Amiga and saw the diagram on the wall 483 00:30:49,985 --> 00:30:53,422 of the chip architecture and the system architecture, 484 00:30:54,523 --> 00:30:57,393 one of the things about it is, to implement that normally, 485 00:30:57,493 --> 00:31:00,429 it would require a lot of different small chips. 486 00:31:00,529 --> 00:31:02,331 And it would be a very complex system, 487 00:31:02,465 --> 00:31:05,201 and take a lot of power and be very large. 488 00:31:05,801 --> 00:31:09,271 But what was happening at that time in chip technology 489 00:31:09,405 --> 00:31:11,874 was very large-scale integration, VLSI. 490 00:31:12,007 --> 00:31:14,076 And making custom chips, 491 00:31:14,210 --> 00:31:19,014 and that's something that Jay Miner had a lot of experience with at Atari 492 00:31:19,115 --> 00:31:20,750 in creating the Atari products. 493 00:31:20,883 --> 00:31:25,254 So, seeing that architecture and knowing that those chips were really a possibility, 494 00:31:25,354 --> 00:31:27,556 and that they could be made at an affordable type of price 495 00:31:27,690 --> 00:31:29,492 that would work in a home computer 496 00:31:29,625 --> 00:31:31,527 was a huge breakthrough. 497 00:31:31,660 --> 00:31:35,631 The chips, Portia, Agnus and Daphne, 498 00:31:35,731 --> 00:31:37,366 which were their original names, 499 00:31:37,500 --> 00:31:39,735 Agnus was the main DMA engine. 500 00:31:39,869 --> 00:31:43,239 It was an address generator, AG, so that's where we got Agnus. 501 00:31:43,339 --> 00:31:47,076 And it was really the DMA engine for everything. 502 00:31:47,743 --> 00:31:50,713 Daphne was fed by Agnus, 503 00:31:50,846 --> 00:31:55,918 and was given all the display stuff to generate the displays, generate the sprites, 504 00:31:56,051 --> 00:31:58,788 and do some of my stuff. 505 00:31:59,355 --> 00:32:04,326 Portia, the port chip and the audio chip, was also fed by Agnus. 506 00:32:04,460 --> 00:32:07,897 So Agnus had all these huge amounts of DMA pointers in it. 507 00:32:07,997 --> 00:32:11,066 And it basically pulled stuff out of memory 508 00:32:11,167 --> 00:32:13,903 and put stuff in memory and then fed the other two chips 509 00:32:14,003 --> 00:32:18,908 to do other things like the audio, the floppy disk IO, the display, 510 00:32:19,008 --> 00:32:22,144 and then Agnus also did, internally though, it did the blitter operation. 511 00:32:22,278 --> 00:32:23,479 So it did the graphics. 512 00:32:23,579 --> 00:32:26,949 And based on that and how well that was tightly integrated 513 00:32:27,082 --> 00:32:32,121 with the 68000 and Agnus basically stealing cycles from the 68000... 514 00:32:32,221 --> 00:32:36,358 Cos the 68000 could only use memory at half the speed of the RAM, 515 00:32:36,492 --> 00:32:38,627 we were able to do all these things in the background 516 00:32:38,761 --> 00:32:41,730 without really affecting the 68000's performance. 517 00:32:41,831 --> 00:32:45,734 The way those chips worked is they all got their little moment in time 518 00:32:45,835 --> 00:32:48,571 to get on the memory bus to talk to the main CPU 519 00:32:48,704 --> 00:32:51,440 or to talk to each other on that bus. 520 00:32:51,574 --> 00:32:56,045 And there were actually 25 different slices of time in that. 521 00:32:56,178 --> 00:32:58,147 We called it 25 DMA channels. 522 00:32:58,247 --> 00:33:02,184 So organising and orchestrating all of that was a major accomplishment. 523 00:33:02,318 --> 00:33:05,321 (Luck) You had audio bits being DMA-ed, 524 00:33:05,421 --> 00:33:07,623 and you had video bits being DMA-ed, 525 00:33:07,756 --> 00:33:10,759 and you the blitter moving graphics around, 526 00:33:10,860 --> 00:33:14,063 you had the floppy disk DMA stuff going on. 527 00:33:14,196 --> 00:33:18,000 In order to effectively get all those things moving around properly, 528 00:33:18,133 --> 00:33:21,136 all at the same time, you have to have pre-emptive multitasking. 529 00:33:21,237 --> 00:33:25,007 Because you can't be polling stuff to wait for something to do. 530 00:33:25,140 --> 00:33:26,809 You have to be event-driven, 531 00:33:26,942 --> 00:33:29,278 so that when things need to be restarted 532 00:33:29,411 --> 00:33:32,448 or things are done and you need to start something else up, 533 00:33:32,581 --> 00:33:34,149 it all has to be pre-emptive. 534 00:33:34,250 --> 00:33:35,751 Yeah, so back then, 535 00:33:35,851 --> 00:33:39,755 most computers, micro-computers, were single-tasking computers. 536 00:33:39,855 --> 00:33:42,191 You ran one application at a time. 537 00:33:42,291 --> 00:33:44,860 You did what you wanted, you shut down that application, 538 00:33:44,994 --> 00:33:46,462 and then you ran something else. 539 00:33:46,595 --> 00:33:48,831 So you could only run one program at a time. 540 00:33:48,964 --> 00:33:50,833 The idea of a multi-tasking operating system 541 00:33:50,966 --> 00:33:55,104 is to allow several different processes to run in parallel at the same time, 542 00:33:55,237 --> 00:33:58,374 and to share the CPU between the different processes, 543 00:33:58,474 --> 00:34:00,209 and to do that fast enough 544 00:34:00,309 --> 00:34:02,311 that you don't notice that it's switching between them. 545 00:34:02,444 --> 00:34:07,516 The 68000 chip only had a few of the features needed 546 00:34:07,650 --> 00:34:13,255 to properly do what a full multi-tasking operating system does nowadays. 547 00:34:13,389 --> 00:34:17,126 And so we were only thinking of doing the best we could 548 00:34:17,259 --> 00:34:21,630 to let the software team take it beyond what the basic, simple hardware could do. 549 00:34:21,730 --> 00:34:25,000 Yeah, multi-tasking was more difficult to implement 550 00:34:25,100 --> 00:34:26,635 on a machine like the Amiga. 551 00:34:26,735 --> 00:34:29,738 That was the early days of microprocessors. 552 00:34:29,872 --> 00:34:35,644 And they didn't have the concept of protecting different process spaces. 553 00:34:35,744 --> 00:34:40,349 So it was easy for one process to overrun the memory into another process. 554 00:34:40,482 --> 00:34:43,218 So, the design of the multi-tasking had to be very careful 555 00:34:43,319 --> 00:34:46,455 to try to avoid those types of situations from happening. 556 00:34:46,555 --> 00:34:50,159 Well, when I came into the project, I started in August of '83, 557 00:34:50,292 --> 00:34:54,463 there was no hardware, there wasn't even a board with a 68000 on it. 558 00:34:54,563 --> 00:34:58,267 There was just... We had an Atari 800 that we could use 559 00:34:58,367 --> 00:35:00,069 and we had a SAGE computer... 560 00:35:00,169 --> 00:35:03,706 That was a fancy multi-user computer, 561 00:35:03,839 --> 00:35:07,843 designed to handle up to four users at the same time. 562 00:35:07,943 --> 00:35:11,113 And we had 10 users jammed on that tiny little box, 563 00:35:11,246 --> 00:35:15,184 all hammering at that one CPU, trying to get it to do our work. 564 00:35:15,317 --> 00:35:20,556 Right around October, I think, we had our first 68000 prototype 565 00:35:20,689 --> 00:35:24,860 which was just a 68000 with some RAM on it and a serial port. 566 00:35:25,394 --> 00:35:29,898 There was no fancy hardware at that time, but it did allow us to... 567 00:35:29,999 --> 00:35:34,403 It allowed Carl to bring up his pre-emptive multi-tasking kernel. 568 00:35:34,536 --> 00:35:37,539 It allowed me to get graphics basically running 569 00:35:37,673 --> 00:35:40,709 with a little emulator for some of the graphics. 570 00:35:40,809 --> 00:35:45,481 The architecture of the system let the different developers 571 00:35:45,581 --> 00:35:48,017 develop their components, their libraries, 572 00:35:48,150 --> 00:35:49,752 independent of each other, 573 00:35:49,885 --> 00:35:52,921 and actually load them into the system independently, 574 00:35:53,022 --> 00:35:55,691 and allow them to test without having to coordinate 575 00:35:55,791 --> 00:35:57,926 in a real serious way with everyone else. 576 00:35:58,027 --> 00:36:00,162 I don't believe we got real hardware, 577 00:36:00,295 --> 00:36:03,098 where they were plugging the wire-wrapped bread boards in, 578 00:36:03,198 --> 00:36:06,568 until basically about a month before CES. 579 00:36:06,702 --> 00:36:10,606 We had one bread board to represent the computer, 580 00:36:10,739 --> 00:36:15,577 the 68000, the memory, and it had some connectors on it 581 00:36:15,711 --> 00:36:18,580 to represent the sockets where the three custom chips would go. 582 00:36:18,714 --> 00:36:24,053 Three 40-pin sockets to plug the umbilical cords that went from the chip stacks, 583 00:36:24,186 --> 00:36:30,826 which were between five and seven sets of boards with high-speed CMOS 584 00:36:30,959 --> 00:36:34,163 that emulated the functions of the hardware. 585 00:36:34,263 --> 00:36:37,633 And each one of those would plug into a different 40-pin socket 586 00:36:37,766 --> 00:36:39,601 on what we called then the Lorraine motherboard. 587 00:36:39,735 --> 00:36:43,138 But it was a very primitive way to mimic 588 00:36:43,238 --> 00:36:45,974 something that's going to be turned into an integrated circuit. 589 00:36:46,075 --> 00:36:50,846 But there was no prototyping technology at that time to quickly make a chip. 590 00:36:50,979 --> 00:36:56,051 You had to do this preliminary step and work out all the details and the bugs. 591 00:36:56,185 --> 00:36:59,455 Then I finally was able to like... Well, let me pull the emulator out, 592 00:36:59,588 --> 00:37:03,025 and plug in writing these registers to the hardware 593 00:37:03,158 --> 00:37:04,660 and see if anything happened. 594 00:37:04,793 --> 00:37:07,896 And after three weeks to four weeks of concentrated work, 595 00:37:08,030 --> 00:37:12,634 in the last week before CES, we basically moved into the office. 596 00:37:12,768 --> 00:37:17,840 So it was quite an amazing time period when we're all pushing each other 597 00:37:17,973 --> 00:37:19,608 to try to get more stuff done, 598 00:37:19,708 --> 00:37:22,611 and trying to help each other to get that stuff done. 599 00:37:26,448 --> 00:37:30,452 (Sassenrath) The build-up to the CES shows was actually insanity. 600 00:37:31,286 --> 00:37:34,723 It was not a nice smooth, kind of, "OK, we're going to go to CES." 601 00:37:34,857 --> 00:37:39,428 It was like, "Oh, my God! We've got to make this work for CES." 602 00:37:39,528 --> 00:37:42,297 As we came up to that CES show, 603 00:37:42,431 --> 00:37:46,335 I was already part of the higher-level discussions 604 00:37:46,468 --> 00:37:48,203 that were taking place in the company. 605 00:37:50,072 --> 00:37:51,874 And so, unfortunately for me, 606 00:37:52,007 --> 00:37:54,910 I knew a lot more than other people in the company knew, 607 00:37:55,043 --> 00:37:58,647 and I had a clear sense of just how bad things were, 608 00:37:58,747 --> 00:38:01,049 how close we were to the edge financially. 609 00:38:01,150 --> 00:38:04,720 We were out of money. And it was difficult to find money. 610 00:38:04,853 --> 00:38:07,289 Jay mortgaged his house. 611 00:38:07,422 --> 00:38:10,626 Dave sold at least one car. He had some fancy, expensive cars. 612 00:38:10,726 --> 00:38:15,831 So, I was very aware of the emptiness of the wallet. 613 00:38:15,931 --> 00:38:18,300 The CES show was kind of a make-or-break thing. 614 00:38:18,433 --> 00:38:20,769 If we didn't make it to CES, 615 00:38:21,370 --> 00:38:23,071 it was gonna hurt. 616 00:38:23,172 --> 00:38:24,640 We had to show something. 617 00:38:24,740 --> 00:38:27,776 We had to show something to people to impress them, 618 00:38:27,910 --> 00:38:32,981 to either get additional funding or to figure out a way to sell the product. 619 00:38:33,115 --> 00:38:35,450 We knew things were bad, 620 00:38:35,551 --> 00:38:39,121 but it didn't matter. 621 00:38:39,721 --> 00:38:42,324 We were gonna do what we were gonna do anyway. 622 00:38:42,457 --> 00:38:44,893 The machine was always breaking down, there were always problems 623 00:38:44,993 --> 00:38:46,695 where something would go out and all of a sudden 624 00:38:46,795 --> 00:38:48,897 the blitter would stop working, and those types of things. 625 00:38:48,997 --> 00:38:51,266 So, it was difficult because it was a very... 626 00:38:51,366 --> 00:38:54,203 These were these separate boards that were very complicated, 627 00:38:54,336 --> 00:38:57,372 with lots of wires on them, lots of things that could go wrong. 628 00:38:57,506 --> 00:39:02,344 The hardware guys are doing their best to make sure this hardware stays working. 629 00:39:02,477 --> 00:39:04,780 Things would die, wires would break. 630 00:39:04,913 --> 00:39:08,116 It was a giant set of wire-wrapped boards, it was fragile. 631 00:39:08,217 --> 00:39:10,152 We were very nervous about it. 632 00:39:10,285 --> 00:39:14,423 And in addition, we were trying to add new features up to the last minute 633 00:39:14,556 --> 00:39:18,527 to make the CES demos just blow everyone's socks off, 634 00:39:18,627 --> 00:39:21,897 we used to say, and that was kind of the terminology we used. 635 00:39:21,997 --> 00:39:23,532 We blew everyone's socks off. 636 00:39:23,632 --> 00:39:26,702 But how to do that always was up to the last minute. 637 00:39:26,802 --> 00:39:29,972 So many of us ended up staying nights, 638 00:39:30,105 --> 00:39:34,943 and working weekends to try to get as much done as we could before the show. 639 00:39:35,444 --> 00:39:40,315 It was frightening. It was exhilarating. 640 00:39:40,916 --> 00:39:44,720 And then, a software guy comes in 641 00:39:44,820 --> 00:39:48,257 and wants me to make a major change to the hardware, 642 00:39:48,390 --> 00:39:50,626 a few weeks before CES, 643 00:39:50,759 --> 00:39:53,228 to put in a feature for the graphics. 644 00:39:53,362 --> 00:39:54,863 And I'm flabbergasted. 645 00:39:54,997 --> 00:39:57,966 It is just, "No way. Are you kidding? 646 00:39:58,066 --> 00:40:01,169 "We're not gonna make that kind of change. We can't take that risk. 647 00:40:01,270 --> 00:40:03,438 "This is the whole company. 648 00:40:03,572 --> 00:40:07,843 "We mess this up and we have no hardware, we are in big trouble." 649 00:40:07,976 --> 00:40:10,279 The hardware feature that he wanted was line draw. 650 00:40:10,412 --> 00:40:14,249 Other more expensive graphics computers already had kind of a hardware line draw, 651 00:40:14,383 --> 00:40:17,686 but this was the first time that a blitter 652 00:40:17,819 --> 00:40:20,689 was basically perverted into being able to draw lines. 653 00:40:20,822 --> 00:40:24,593 It was a great idea, but there was no time. 654 00:40:24,693 --> 00:40:26,495 And there was no schedule. 655 00:40:26,628 --> 00:40:29,865 And I wasn't going to allow it. No way, no how. 656 00:40:29,998 --> 00:40:32,367 Bob Pariseau, the guy in charge of software, 657 00:40:32,467 --> 00:40:36,171 is trying to convince me to do this, because it's very important. 658 00:40:36,271 --> 00:40:38,507 And I absolutely will not do it. 659 00:40:38,640 --> 00:40:43,378 He grabs my arm, and in a joking way, starts twisting my arm. 660 00:40:43,478 --> 00:40:45,480 "I'm twisting your arm, you're gonna do this." 661 00:40:46,014 --> 00:40:49,251 The dog, Mitchy, Jay's dog, 662 00:40:49,384 --> 00:40:52,254 leaps to my defence, and I can't help it. 663 00:40:52,387 --> 00:40:54,523 The dog jumped to my defence. 664 00:40:54,656 --> 00:40:55,924 Of course I'll put it in. 665 00:40:56,425 --> 00:40:59,294 And we took the risk, and we took apart the wire wraps, 666 00:40:59,428 --> 00:41:03,098 and we made the changes, and we made it to CES with line draw, 667 00:41:03,598 --> 00:41:07,536 one of the most astonishing things to see in a machine of that time. 668 00:41:07,669 --> 00:41:08,737 Thank you, dog. 669 00:41:08,870 --> 00:41:13,475 When it was finally time to pack up the office and take everything to the show, 670 00:41:13,608 --> 00:41:17,212 some of us were still working on our code, and they had to, like, 671 00:41:17,312 --> 00:41:20,615 have our computers plugged into extension cords so we could 672 00:41:20,716 --> 00:41:23,652 walk out to the parking lot with the computer and keep working 673 00:41:23,752 --> 00:41:26,521 right until they had to unplug it and put it in the van. 674 00:41:26,655 --> 00:41:28,490 Because it was like that. 675 00:41:28,623 --> 00:41:30,492 The changes were happening all the way up 676 00:41:30,959 --> 00:41:34,896 to when those boards were being taken and put into aeroplane seats on aeroplanes 677 00:41:35,030 --> 00:41:36,865 and flown down to Las Vegas. 678 00:41:36,965 --> 00:41:40,068 It was chaos. There was nothing smooth about that whole process. 679 00:41:48,643 --> 00:41:52,748 Everyone's hopes and dreams were pinned 680 00:41:52,881 --> 00:41:56,651 to that moment when the CES show opened, 681 00:41:57,519 --> 00:42:00,255 and the first people would start to see our baby, 682 00:42:00,355 --> 00:42:02,190 and what kind of response would it get. 683 00:42:02,324 --> 00:42:05,961 They had a booth there, all this Amiga stuff that had been done before, 684 00:42:06,094 --> 00:42:09,464 like the Amiga joysticks, the Power Sticks, some of the Amiga games 685 00:42:09,564 --> 00:42:13,935 that were actually designed to establish the company as a real company. 686 00:42:14,069 --> 00:42:17,739 When the people finally got a chance to see our baby, 687 00:42:17,873 --> 00:42:20,108 the response was overwhelming. 688 00:42:20,208 --> 00:42:22,210 It was astonishing. 689 00:42:22,344 --> 00:42:24,579 Every party that came in there, 690 00:42:24,713 --> 00:42:28,383 every major corporation that got a chance to see the device, 691 00:42:28,517 --> 00:42:33,121 they were astonished at the magnificence of the thing they had just seen. 692 00:42:33,221 --> 00:42:37,225 That was the great endorsement that we were on the right track. 693 00:42:37,359 --> 00:42:39,895 We were knocking people's socks off with this thing. 694 00:42:39,995 --> 00:42:46,101 And that night, then, the Amiga executives said to the rest of staff 695 00:42:46,201 --> 00:42:47,836 they were so pleased with everything. 696 00:42:47,969 --> 00:42:51,339 They took us out to dinner. We had this awesome Italian dinner. 697 00:42:51,440 --> 00:42:52,741 Drank a lot of Chianti. 698 00:42:53,442 --> 00:42:56,812 And all through the meal, Dale and RJ are over here at the side, 699 00:42:56,945 --> 00:42:59,848 and they're conversing between themselves and they're laughing, 700 00:42:59,981 --> 00:43:02,784 and they're having the best possible time. 701 00:43:02,918 --> 00:43:05,921 And so we get done and he's saying, "OK, we're gonna take the van, 702 00:43:06,021 --> 00:43:07,522 "and we're gonna go back over to the show." 703 00:43:07,622 --> 00:43:09,024 And I said, "You're not gonna be able to get in." 704 00:43:09,157 --> 00:43:10,926 I said, "They lock that place up tight as a drum." 705 00:43:11,026 --> 00:43:12,627 They said, "Don't worry." 706 00:43:12,761 --> 00:43:16,631 Dale and I and that one six-pack of warm beer. 707 00:43:18,133 --> 00:43:22,737 We went back to the trade show, and worked until we passed out. 708 00:43:22,838 --> 00:43:28,343 Because the demo already existed, we made it better. 709 00:43:28,443 --> 00:43:33,548 The demo started as a yellow and blue spinning ball 710 00:43:33,648 --> 00:43:38,019 that Sam Dicker wrote, that filled the screen, and it was a great demo. 711 00:43:38,153 --> 00:43:41,957 And that was one of the canned demos that we had for the show at CES. 712 00:43:42,057 --> 00:43:46,194 Prior to that, I had started working on a modification of that demo, 713 00:43:46,294 --> 00:43:50,398 which was to basically shrink it down to a small ball, 714 00:43:50,499 --> 00:43:51,633 which I called a Quickie. 715 00:43:51,766 --> 00:43:55,070 Using a play field, I could make it bounce up and down. 716 00:43:55,203 --> 00:43:59,307 Having a background in physics, I knew the simple algorithms 717 00:43:59,441 --> 00:44:02,077 to make something look like it's bouncing up and down. 718 00:44:02,210 --> 00:44:06,715 And also knowing exactly how the play field worked with a colour palette, 719 00:44:06,848 --> 00:44:11,086 I knew that I could put a trick in there to make it look like there was a shadow, 720 00:44:11,219 --> 00:44:13,989 and that the ball would actually cast a shadow. 721 00:44:14,523 --> 00:44:17,225 So I programmed that in there, 722 00:44:19,094 --> 00:44:22,664 and it was just a basic, simple bouncing ball 723 00:44:22,797 --> 00:44:26,635 casting a shadow on a simple grid in the back. 724 00:44:27,302 --> 00:44:31,540 What happened was that we managed to fall asleep. 725 00:44:31,673 --> 00:44:34,309 I think I fell asleep first and Dale went second. 726 00:44:34,442 --> 00:44:39,047 But the last thing that he did was he had created a build, 727 00:44:39,147 --> 00:44:41,016 run it on the hardware, 728 00:44:41,116 --> 00:44:45,921 and then worked on the software a little bit more to make one more change, 729 00:44:46,054 --> 00:44:49,858 and then while he was waiting for that one more change to compile, 730 00:44:49,958 --> 00:44:51,526 he fell asleep. 731 00:44:51,660 --> 00:44:55,664 But what happened was then that the two of us were in that room sleeping 732 00:44:55,764 --> 00:44:58,066 when our co-workers showed up the next morning 733 00:44:58,166 --> 00:45:01,670 to clean up the booth and get ready for the next day of the show. 734 00:45:01,770 --> 00:45:06,308 Both RJ and I are sleeping on the floor cos we were there all night long, 735 00:45:07,342 --> 00:45:12,781 and I had left the bouncing ball that we had just created that last night 736 00:45:12,914 --> 00:45:14,516 bouncing on the screen. 737 00:45:14,649 --> 00:45:17,953 The next morning we came in, and we all looked at each other and said, 738 00:45:18,086 --> 00:45:20,188 "What the hell did those two guys do last night?" 739 00:45:20,322 --> 00:45:24,359 When they came in, they clearly recognised what was different, 740 00:45:24,492 --> 00:45:26,595 but no one knew that we were in the next room sleeping, 741 00:45:26,728 --> 00:45:30,532 because we were in a room separate from the main computer hardware room. 742 00:45:30,665 --> 00:45:34,736 We had to be in this little side room where we had passed out. 743 00:45:34,869 --> 00:45:37,105 And so they didn't even know we were in there for about half an hour, 744 00:45:37,205 --> 00:45:40,575 until someone stumbled upon us cos they were looking for a place to put their coats. 745 00:45:40,709 --> 00:45:44,713 And they find the two of us asleep in there. 746 00:45:46,348 --> 00:45:49,317 The show was only gonna go on for one more day. 747 00:45:49,417 --> 00:45:53,755 Gary McCoy and Don Reisinger, they'd already brought a lot of people by 748 00:45:53,888 --> 00:45:57,125 to show off the capabilities of the Amiga computer. 749 00:45:57,225 --> 00:46:01,129 This was all behind curtains. It wasn't open to anybody to just walk in. 750 00:46:01,229 --> 00:46:02,430 You had to be invited in. 751 00:46:02,564 --> 00:46:06,635 So it was like Sears and all these other companies that were invited in. 752 00:46:06,768 --> 00:46:11,039 They had already seen this stuff, and they all immediately went out and got, 753 00:46:11,172 --> 00:46:13,808 I think, just about every person that they had already brought in, 754 00:46:13,942 --> 00:46:16,711 they brought them back to see that demo. 755 00:46:22,450 --> 00:46:26,988 You could not believe the number of people that wanted to get in to see 756 00:46:27,122 --> 00:46:30,025 what the hell was going on inside that compound. 757 00:46:30,158 --> 00:46:31,626 I thought it was incredible. 758 00:46:32,427 --> 00:46:35,330 That was the most amazing thing! 759 00:46:35,430 --> 00:46:40,402 Yeah, real-time graphics was amazing to do in those days. 760 00:46:41,069 --> 00:46:45,040 Now, of course, it's very commonplace, but that was something special. 761 00:46:45,173 --> 00:46:47,976 It reminded me of the statement from Samuel F.B. Morse, 762 00:46:48,076 --> 00:46:51,579 when he did the first telegraph: "What hath God wrought?" 763 00:46:51,680 --> 00:46:53,248 That's the first thing that came to mind, 764 00:46:53,381 --> 00:46:55,550 "What in the hell have we done here to this industry?" 765 00:47:04,392 --> 00:47:07,062 (Hart) There was a lot of buzz in the marketplace, 766 00:47:07,195 --> 00:47:12,434 and even Steve Jobs had heard the buzz and came over a couple of different times. 767 00:47:12,567 --> 00:47:18,406 After he visited, we were convinced it was strictly a fishing expedition 768 00:47:18,506 --> 00:47:21,176 to see what it was he might be up against. 769 00:47:21,276 --> 00:47:25,180 We were constantly giving demos to potential investors, or partners, 770 00:47:25,280 --> 00:47:27,582 or someone that could bring in some cash. 771 00:47:27,682 --> 00:47:31,252 We had a number of the most prominent venture capital people 772 00:47:31,386 --> 00:47:33,688 in the tech business come and visit. 773 00:47:33,822 --> 00:47:36,224 They loved what we had, 774 00:47:36,324 --> 00:47:38,893 but in the final analysis, 775 00:47:39,027 --> 00:47:43,198 they figured it was gonna take a whole lot of money to get this thing to the market, 776 00:47:43,298 --> 00:47:46,534 and they weren't willing to go up against IBM and Apple. 777 00:47:47,001 --> 00:47:50,905 We were pretty nervous that if we didn't get an influx of cash soon, 778 00:47:51,039 --> 00:47:54,676 or if the company wasn't purchased soon, 779 00:47:54,809 --> 00:47:58,213 that we'd all be out of a job and that dream would have just fallen apart. 780 00:47:58,380 --> 00:48:02,851 When Amiga started running out of money, Dave Morse had to start looking for some. 781 00:48:03,485 --> 00:48:08,423 And he ended up going back to Atari, where Jay Miner actually had some contacts. 782 00:48:08,923 --> 00:48:14,262 So, they made a deal that Atari would lend them $500,000 to keep going. 783 00:48:14,362 --> 00:48:17,365 They would use that money to actually make chips 784 00:48:17,499 --> 00:48:20,101 of the prototype chips that they had previously made. 785 00:48:20,235 --> 00:48:25,039 If they didn't pay back that loan by June 30th, 1984, 786 00:48:25,140 --> 00:48:28,276 it meant that Atari would get that technology for nothing. 787 00:48:28,376 --> 00:48:31,980 The deal was made, and it was a bit of a deal with the devil. 788 00:48:32,113 --> 00:48:36,484 There was that point in time when we were going to have to produce or, 789 00:48:36,584 --> 00:48:40,522 you know, we were gonna end up being part of Atari one way or the other. 790 00:48:40,655 --> 00:48:44,759 They didn't think it was a smart deal. Jay Miner knew it wasn't a smart deal. 791 00:48:44,893 --> 00:48:48,129 But they really had no options at that time, cos they were just running out of money. 792 00:48:48,263 --> 00:48:50,598 But that deal was made with Warner Brothers, 793 00:48:50,732 --> 00:48:55,870 and between that time and the time that Commodore came into the picture, 794 00:48:55,970 --> 00:48:58,673 Warner Brothers sold the whole thing to the Tramiels. 795 00:48:59,174 --> 00:49:01,709 Warner Communications' sale of its Atari home computers 796 00:49:01,810 --> 00:49:04,579 may eliminate a big financial headache for that company, 797 00:49:04,712 --> 00:49:08,316 but the sale, for $240 million in notes to Jack Tramiel, 798 00:49:08,416 --> 00:49:10,118 who once headed Commodore computers, 799 00:49:10,218 --> 00:49:12,320 could cause headaches for a lot of other companies. 800 00:49:12,420 --> 00:49:15,623 Here's our clear-headed business reporter, Barron's Editor Alan Abelson. 801 00:49:15,757 --> 00:49:16,958 - Good morning, Alan. - Good morning. 802 00:49:17,091 --> 00:49:20,028 Well, that kind of deal, Bob, was a Henny Youngman deal. 803 00:49:20,161 --> 00:49:21,162 What does that mean? 804 00:49:21,296 --> 00:49:24,499 That means that Warner said to them, "Here, take my company, please." 805 00:49:24,599 --> 00:49:27,135 The fact is that Tramiel almost got it for nothing. 806 00:49:27,235 --> 00:49:29,971 The terms were extraordinarily easy. 807 00:49:30,104 --> 00:49:32,740 And, you know, Tramiel's a guy who takes no prisoners. 808 00:49:32,841 --> 00:49:34,642 So this ought to be quite a fight. 809 00:49:34,776 --> 00:49:37,645 A real grudge battle between Commodore and Atari. 810 00:49:37,779 --> 00:49:39,981 So Jack Tramiel, when I knew him, 811 00:49:40,114 --> 00:49:42,951 he was president of Commodore. He had a reputation. 812 00:49:43,051 --> 00:49:47,155 His history was that he was in a concentration camp 813 00:49:47,255 --> 00:49:49,357 in Germany in World War II. 814 00:49:49,457 --> 00:49:52,727 And he came out of that with kind of a certain attitude. 815 00:49:52,827 --> 00:49:55,763 His attitude is "business is hell". 816 00:49:55,864 --> 00:49:59,000 And if you get in his way, he will send you there. 817 00:49:59,133 --> 00:50:02,370 You don't want to be in a negotiation with a man 818 00:50:02,470 --> 00:50:05,874 who firmly believes that business is war, 819 00:50:06,007 --> 00:50:08,543 and all he has to do is figure out how to bring you down. 820 00:50:08,643 --> 00:50:11,579 He would be the guy you want on your side. 821 00:50:11,679 --> 00:50:14,082 But you still wouldn't necessarily trust him. 822 00:50:14,616 --> 00:50:17,886 Sometimes in a really intense meeting if he wanted to show you how fierce he was 823 00:50:18,019 --> 00:50:21,256 and how strong he was, and how much of a survivor he was, 824 00:50:21,389 --> 00:50:23,391 he would pull up his shirt and show you 825 00:50:23,491 --> 00:50:27,195 the serial number that had been tattooed on him 826 00:50:27,295 --> 00:50:29,464 when he was in a concentration camp. 827 00:50:29,597 --> 00:50:34,402 The man was an extremely intense man and his family picked up on that whole vibe. 828 00:50:34,502 --> 00:50:37,171 (Reporter) Are you prepared to tell us why you left Commodore? 829 00:50:37,272 --> 00:50:40,441 The chairman of the company and myself have disagreed 830 00:50:40,575 --> 00:50:44,379 on the basic principles of how to run the company. 831 00:50:45,480 --> 00:50:48,683 And I felt if I cannot go into my office 832 00:50:48,816 --> 00:50:51,886 smiling and being happy, I better quit. 833 00:50:52,020 --> 00:50:54,055 Commodore was a huge business at the time. 834 00:50:54,522 --> 00:50:57,258 Irving Gould and Jack Tramiel built that company 835 00:50:57,392 --> 00:51:00,428 to being a powerhouse in home personal computing. 836 00:51:01,329 --> 00:51:04,032 (Leonardi) When Jack went to Atari, it was a good move for him. 837 00:51:04,132 --> 00:51:07,635 He was going to try to duplicate the Commodore business model. 838 00:51:07,735 --> 00:51:10,004 He was going to try to turn everything around. 839 00:51:10,104 --> 00:51:11,806 He knew what he had to do. 840 00:51:11,906 --> 00:51:15,743 And Irving Gould, who was chairman of Commodore, 841 00:51:15,877 --> 00:51:19,747 was uncertain as to how powerful and how successful Jack could be. 842 00:51:19,881 --> 00:51:22,650 As they started to approach the June 30th deadline, 843 00:51:22,750 --> 00:51:26,321 they didn't want to just give up that technology to Atari 844 00:51:26,454 --> 00:51:29,924 and they needed to be able to pay back that loan 845 00:51:30,058 --> 00:51:31,826 in order to get that off their back. 846 00:51:31,926 --> 00:51:34,062 That half-million dollars that came in from Atari 847 00:51:34,162 --> 00:51:38,766 really did kind of get us a breath of air for a short period of time. 848 00:51:38,900 --> 00:51:42,937 But Jack Tramiel from Commodore had moved to Atari 849 00:51:43,071 --> 00:51:47,175 and then this was the idea of going to work for Jack Tramiel, 850 00:51:47,308 --> 00:51:51,679 which all of us were quite nervous about and didn't like that idea. 851 00:51:51,779 --> 00:51:55,583 It felt to us that as the negotiations were progressing, 852 00:51:55,717 --> 00:51:58,186 they wanted more and more. 853 00:51:58,319 --> 00:52:03,057 And if it got to the point where we were putting them in business to compete with us, 854 00:52:03,157 --> 00:52:05,393 that wouldn't have made any sense to us. 855 00:52:05,526 --> 00:52:09,130 And we kept telling them that, but we couldn't budge them. 856 00:52:09,263 --> 00:52:11,966 The Atari guys knew that we were getting more and more desperate, 857 00:52:12,100 --> 00:52:14,869 that we're almost out of money, that time was almost up, 858 00:52:14,969 --> 00:52:17,872 and they knew they had us over a barrel 859 00:52:17,972 --> 00:52:19,707 and they believed that it was too late, 860 00:52:19,807 --> 00:52:23,578 that we couldn't find another partner to go with, 861 00:52:23,711 --> 00:52:26,814 and that Atari acquisition was the only hope for Amiga. 862 00:52:27,415 --> 00:52:29,217 Part of the deal that we made with Atari 863 00:52:29,350 --> 00:52:32,587 was they would get the detailed silicon drawings 864 00:52:32,720 --> 00:52:35,023 of how to make the three custom chips. 865 00:52:35,156 --> 00:52:39,160 There was some things that we did to protect ourselves against Atari. 866 00:52:39,627 --> 00:52:42,930 The set of drawings we gave them were modified. 867 00:52:43,031 --> 00:52:44,799 They wouldn't work. 868 00:52:44,932 --> 00:52:49,437 There was only one set of correct drawings, 869 00:52:49,570 --> 00:52:53,741 and they were saved in a dusty old attaché case here in this house. 870 00:52:53,841 --> 00:52:57,111 They only wanted the hardware, and they weren't interested in the people. 871 00:52:57,211 --> 00:53:01,149 The just wanted the tool as a weapon to point at Commodore 872 00:53:01,249 --> 00:53:03,551 and try to sink the ship of Commodore. 873 00:53:08,990 --> 00:53:11,826 Somehow Dave got in contact with Commodore. 874 00:53:11,959 --> 00:53:15,930 Dave and I had agreed to some parameters of what was acceptable 875 00:53:16,030 --> 00:53:21,669 in terms of a price for the company, and Dave went ahead and did a deal. 876 00:53:21,803 --> 00:53:24,539 Dave was very, very pragmatic about this. 877 00:53:24,639 --> 00:53:26,974 And I think for him the thing was, 878 00:53:27,075 --> 00:53:29,644 even though we can finish this, 879 00:53:29,777 --> 00:53:33,848 we don't know if we're going to have the marketing horsepower to market it 880 00:53:33,981 --> 00:53:37,018 and that Commodore is a better bet for that 881 00:53:37,151 --> 00:53:39,387 because they do have the marketing horsepower. 882 00:53:39,487 --> 00:53:42,256 They've got the distribution system, they've got the manufacturing. 883 00:53:42,390 --> 00:53:46,360 There was a lot of animosity between Jack Tramiel and Irving Gould. 884 00:53:46,461 --> 00:53:51,265 And Irving Gould knew that if they bought that technology outright, 885 00:53:51,399 --> 00:53:53,701 Jack Tramiel would not be able to use that at Atari. 886 00:53:53,835 --> 00:53:57,171 So, what he ended up doing, instead of just buying the chips, 887 00:53:57,271 --> 00:54:00,641 was he bought the whole Amiga company for about $30 million dollars. 888 00:54:00,775 --> 00:54:05,480 And I was with Dave the day we drove over to Atari 889 00:54:05,613 --> 00:54:10,284 and presented the guy with a cheque for $500,000, 890 00:54:10,418 --> 00:54:12,787 which he was not at all expecting. 891 00:54:12,887 --> 00:54:14,922 And he almost fell off his chair. 892 00:54:15,056 --> 00:54:19,193 He had to excuse himself from the meeting to call Jack Tramiel, 893 00:54:19,293 --> 00:54:23,231 who was in the process of buying Atari. 894 00:54:23,331 --> 00:54:27,502 And apparently, Tramiel, not knowing anything about this deal, 895 00:54:27,635 --> 00:54:32,607 said "When somebody gives you a cheque for $500,000, 896 00:54:32,707 --> 00:54:34,242 "you take it." 897 00:54:34,342 --> 00:54:37,812 And so we left. He took the cheque and we left. 898 00:54:37,912 --> 00:54:42,083 Months later, Leonard Tramiel was looking through some documents 899 00:54:42,216 --> 00:54:45,553 and he happened to see that there was this deal with Amiga 900 00:54:45,686 --> 00:54:47,822 that perhaps wasn't fully honoured. 901 00:54:47,922 --> 00:54:49,490 And that's when the lawsuit came. 902 00:54:49,624 --> 00:54:53,027 Tramiel being Tramiel sued Commodore and sued all of us. 903 00:55:02,470 --> 00:55:05,873 The computer business is not dead, it's alive and kicking. 904 00:55:12,947 --> 00:55:15,716 When the lawsuit from Jack Tramiel came along 905 00:55:15,850 --> 00:55:19,387 and Atari started suing Amiga and Jay Miner personally, 906 00:55:19,520 --> 00:55:23,291 the judge ordered that they had to stop work on it until things were sorted out. 907 00:55:23,391 --> 00:55:26,561 The basis of the lawsuit seems to be that 908 00:55:26,694 --> 00:55:30,331 the only way Atari was not to get the chip technology 909 00:55:30,464 --> 00:55:33,401 was if the chips weren't in a working state. 910 00:55:33,534 --> 00:55:38,906 When Dave Morse came over to Atari and paid back the $500,000 on June 30th, 911 00:55:39,006 --> 00:55:41,943 he told them that the chips weren't working yet. 912 00:55:42,076 --> 00:55:46,948 That got Amiga off the hook about having to deliver the chips to Atari. 913 00:55:47,081 --> 00:55:49,717 However, when Leonard Tramiel looked at it, 914 00:55:49,817 --> 00:55:51,619 he thought it was really suspicious 915 00:55:51,752 --> 00:55:54,488 because they actually did have the working prototypes of the chips. 916 00:55:54,589 --> 00:55:56,624 They were demo-ing the computer, 917 00:55:56,757 --> 00:56:01,229 and they subsequently successfully made the chips in silicon that were working. 918 00:56:01,362 --> 00:56:03,397 So, he thought there was something fishy about that. 919 00:56:06,334 --> 00:56:07,735 Yes, I am very happy. 920 00:56:09,737 --> 00:56:11,606 When Jack Tramiel bought Atari, 921 00:56:12,373 --> 00:56:16,010 he started pulling in all kinds of engineers from Commodore. 922 00:56:16,143 --> 00:56:21,182 And a lot of those engineers were taking Commodore intellectual property with them. 923 00:56:21,315 --> 00:56:25,319 Irving Gould really just wanted to slow down Jack as much as he could, 924 00:56:25,419 --> 00:56:27,955 so he did a lawsuit against Atari first. 925 00:56:28,623 --> 00:56:33,461 Jack attacking Commodore back is probably somewhat warranted 926 00:56:33,594 --> 00:56:35,029 the way things were going. 927 00:56:35,162 --> 00:56:37,832 So, there was a lot of animosity between those two 928 00:56:37,965 --> 00:56:39,267 and it really showed up. 929 00:56:40,234 --> 00:56:42,670 Oh, God. There is more to this story but, I mean, 930 00:56:42,803 --> 00:56:46,574 we spent hours with our attorneys 931 00:56:47,074 --> 00:56:50,177 preparing for a trial. 932 00:56:50,978 --> 00:56:54,849 And I was dressed and ready to go down to testify, 933 00:56:55,683 --> 00:56:58,819 when we were told that Commodore had settled. 934 00:57:08,296 --> 00:57:10,831 We had been watching Atari, and of course, 935 00:57:10,965 --> 00:57:13,701 Atari had thought that they were going to get the Amiga. 936 00:57:13,834 --> 00:57:17,571 And when they didn't get the Amiga, it was time to find a substitute 937 00:57:17,672 --> 00:57:19,073 that could compete with the Amiga. 938 00:57:19,206 --> 00:57:20,775 They wanted to drive the Amiga 939 00:57:20,875 --> 00:57:23,377 and drive Commodore out of business with what they were doing. 940 00:57:23,477 --> 00:57:25,880 The Tramiel family was nothing if not resourceful. 941 00:57:26,314 --> 00:57:29,517 So once they took over Atari and they were trying to revive it, 942 00:57:29,650 --> 00:57:34,055 they needed a new product and it was time to move into 16-bit technology. 943 00:57:34,188 --> 00:57:37,858 Shiraz Shivji was the designer of the Atari STE. 944 00:57:37,992 --> 00:57:39,527 He came right from Commodore. 945 00:57:39,660 --> 00:57:41,329 They knew of our specs pretty well, 946 00:57:41,462 --> 00:57:43,998 and so they tried to copy that as much as they could, 947 00:57:44,098 --> 00:57:49,036 and throw together a machine that would look as good on paper 948 00:57:49,136 --> 00:57:50,504 and try to compete with us. 949 00:57:51,405 --> 00:57:54,008 And what's the quickest thing they could put together? 950 00:57:54,108 --> 00:57:58,446 The 68000, a lot of RAM, and a MIDI port. 951 00:58:01,449 --> 00:58:05,820 'The Atari 520 STE has twice the power of many business models.' 952 00:58:07,355 --> 00:58:10,925 I didn't dislike the STE at all. I thought it was OK. 953 00:58:11,058 --> 00:58:15,830 It just didn't have anything inside it that was exciting, really. 954 00:58:15,930 --> 00:58:20,034 Atari ST was a little bit more purist, I suppose. 955 00:58:21,302 --> 00:58:23,571 By "purist" you can read "shit." 956 00:58:23,704 --> 00:58:29,710 The Atari ST hardware and software-wise was far more evolutionary. 957 00:58:30,978 --> 00:58:33,114 Kind of what you would expect somebody to have done. 958 00:58:33,247 --> 00:58:37,184 (Ahmad) The ST had the same processor, but it was slightly faster. 959 00:58:37,685 --> 00:58:40,988 It was 8 megahertz, instead of just over 7 megahertz. 960 00:58:41,122 --> 00:58:45,926 The ST didn't have a blitter, so it wasn't able to shift as many pixels. 961 00:58:46,727 --> 00:58:51,799 The ST didn't have a Copper, but you could kind of fake display lists, 962 00:58:51,932 --> 00:58:54,335 of a sort... not really. 963 00:58:54,468 --> 00:58:55,936 It didn't have sprite hardware. 964 00:59:00,007 --> 00:59:01,776 'It can paint pictures. 965 00:59:01,909 --> 00:59:04,145 'And make them move.' 966 00:59:04,278 --> 00:59:07,782 The ST palette was rubbish. I think it had 512 colours, 967 00:59:08,282 --> 00:59:13,187 and they weren't even nice colours. 968 00:59:14,755 --> 00:59:18,292 It didn't have sprite hardware. The audio hardware was rubbish. 969 00:59:18,392 --> 00:59:20,394 'Scroll and the music will scroll.' 970 00:59:24,532 --> 00:59:26,901 (Man) OK, we're just using the Atari right now, nothing else? 971 00:59:27,001 --> 00:59:29,170 That's correct. The sound chip in the Atari is playing all the music. 972 00:59:29,303 --> 00:59:30,538 (Man) OK, we can stop that for a second. 973 00:59:30,638 --> 00:59:33,908 The ST didn't have the capabilities of the Amiga, 974 00:59:34,008 --> 00:59:36,377 and the operating system, 975 00:59:36,510 --> 00:59:39,713 because they were under such time constraints, 976 00:59:39,814 --> 00:59:42,817 wasn't as mature as the operating system and the user interface 977 00:59:42,950 --> 00:59:44,418 that the Amiga had when it was launched. 978 00:59:44,552 --> 00:59:46,854 Its operating system was TOS. 979 00:59:47,755 --> 00:59:49,723 Well, that said it all to me. 980 00:59:50,624 --> 00:59:52,660 That it was the Tramiel Operating System. 981 00:59:52,793 --> 00:59:55,563 When it first came out, everyone called it the "Jackintosh" 982 00:59:55,663 --> 01:00:00,000 because it had a nice black and white mode so it could do what the Macintosh did 983 01:00:00,134 --> 01:00:01,602 plus a little bit of colour. 984 01:00:01,735 --> 01:00:04,138 And it did it OK. 985 01:00:04,238 --> 01:00:07,741 You know, it didn't multi-task, it ran GEM-DOS or TOS, 986 01:00:07,842 --> 01:00:10,177 which was really just repackaged GEM-DOS 987 01:00:10,277 --> 01:00:12,446 that made it a little more MS-DOS-like 988 01:00:12,580 --> 01:00:15,583 so it was easy for people to write programs for it if they knew MS-DOS. 989 01:00:15,683 --> 01:00:20,454 But MS-DOS was the past. It wasn't moving forward. 990 01:00:20,588 --> 01:00:22,623 The ST had two things over the Amiga, in my opinion. 991 01:00:22,756 --> 01:00:26,760 The first was that beautiful little monochrome display that made it look like 992 01:00:26,861 --> 01:00:29,864 the 'Jackintosh' that it is referred to as affectionately. 993 01:00:30,564 --> 01:00:32,199 And the other thing that it had over the Amiga, 994 01:00:32,299 --> 01:00:33,801 which for me was a stroke of genius, 995 01:00:33,901 --> 01:00:37,705 which is what defined the ST, were a pair of MIDI ports. 996 01:00:37,838 --> 01:00:39,807 And as a musician myself at the time, 997 01:00:39,907 --> 01:00:42,510 I had an ST because it ran Creator, 998 01:00:43,210 --> 01:00:46,280 which of course, now is Logic Pro on the Mac. 999 01:00:46,413 --> 01:00:49,850 They also had a buffered MIDI port, which is what you really needed in those days 1000 01:00:50,317 --> 01:00:53,521 and unfortunately the Amiga didn't really have a buffered serial port so 1001 01:00:53,654 --> 01:00:56,457 our MIDI could conceivably break down faster. 1002 01:00:56,590 --> 01:01:01,195 On the other hand, once people got better at writing multitasking code 1003 01:01:01,295 --> 01:01:04,999 music software worked a whole lot better than it ever did when it was single tasking. 1004 01:01:05,099 --> 01:01:09,670 The Tramiels were good at pushing less expensive hardware 1005 01:01:09,803 --> 01:01:12,039 and the ST kind of wormed its way into the picture. 1006 01:01:12,640 --> 01:01:15,843 My idea is always to try to bring the best technology 1007 01:01:15,943 --> 01:01:19,046 at the lowest price to the masses. 1008 01:01:19,146 --> 01:01:22,516 We are a company which we like to sell to the masses, not to the classes. 1009 01:01:22,650 --> 01:01:26,954 I think the ST was a really good example 1010 01:01:27,087 --> 01:01:30,057 of what a Commodore-like product was. 1011 01:01:30,157 --> 01:01:34,562 It was very simple mechanically. There was a lot of integration everywhere. 1012 01:01:34,695 --> 01:01:38,032 You can put a chip to reduce the number of parts on it. 1013 01:01:38,132 --> 01:01:40,301 They had done a very good job at that. 1014 01:01:40,434 --> 01:01:42,303 And it was simple to manufacture. 1015 01:01:42,436 --> 01:01:45,539 I have to give them credit because for the amount of time they had, 1016 01:01:45,673 --> 01:01:48,142 the few months they had to pull the Atari ST together, 1017 01:01:48,275 --> 01:01:49,677 it actually worked pretty well. 1018 01:01:49,777 --> 01:01:52,146 It wasn't an Amiga in terms of the total capability of the system 1019 01:01:52,279 --> 01:01:53,547 and what it was capable of, 1020 01:01:53,681 --> 01:01:56,050 but it was something that could definitely sell 1021 01:01:56,150 --> 01:01:59,887 as an increment above the Apple II, or above the Commodore 64. 1022 01:01:59,987 --> 01:02:04,391 We were concerned that the Atari would take away a lot of the thunder that the Amiga had 1023 01:02:04,525 --> 01:02:07,528 and in fact, it did, because they did beat us to market 1024 01:02:07,661 --> 01:02:09,663 and it did have a lot of good capabilities. 1025 01:02:09,763 --> 01:02:12,199 Certainly when the Atari hit the ground 1026 01:02:12,333 --> 01:02:16,303 it did better at some things in the first year or two than the Amiga did 1027 01:02:16,403 --> 01:02:18,005 because of all the stuff that was there. 1028 01:02:18,138 --> 01:02:19,673 The Amiga had a steeper learning curve. 1029 01:02:19,773 --> 01:02:24,378 We have introduced the ST in the United States on July 8th. 1030 01:02:24,511 --> 01:02:26,680 We are selling everything we make. 1031 01:02:26,780 --> 01:02:29,917 It was the best launch I had in the history of the computer business. 1032 01:02:30,050 --> 01:02:32,987 Jack Tramiel, of course, was the boss of Commodore Computers. 1033 01:02:33,120 --> 01:02:35,222 Since his sudden and rather startling departure, 1034 01:02:35,356 --> 01:02:39,593 Commodore, like many another big name, has been beset by major financial problems. 1035 01:02:39,727 --> 01:02:40,761 But now they are fighting back. 1036 01:02:40,894 --> 01:02:44,732 And Frank Leonardi is Vice-President of Marketing Business Systems, 1037 01:02:44,832 --> 01:02:47,167 Commodore Business Machines, Incorporated. 1038 01:02:47,301 --> 01:02:48,969 I was hired by Commodore 1039 01:02:49,103 --> 01:02:54,041 and they wanted to duplicate the market-entry 1040 01:02:54,174 --> 01:02:56,744 of the new Amiga technology 1041 01:02:57,544 --> 01:03:00,581 just as the Macintosh was done by Apple. 1042 01:03:00,714 --> 01:03:05,352 So, they brought me in to duplicate the channel penetration, 1043 01:03:05,452 --> 01:03:08,589 the concept, the marketing, put the team together 1044 01:03:08,722 --> 01:03:12,459 and try to see if they could go ahead and get the Amiga out on the market. 1045 01:03:12,593 --> 01:03:15,129 When they look at the speed and the architecture of the Amiga 1046 01:03:15,229 --> 01:03:18,399 compared to the speed and the architecture of the Macintosh, there's no comparison. 1047 01:03:18,532 --> 01:03:19,800 When they launched the Amiga, 1048 01:03:19,933 --> 01:03:23,804 Commodore marketing did a big, splashy launch in New York. 1049 01:03:24,405 --> 01:03:27,875 They had celebrities there, they had all kinds of press, 1050 01:03:28,008 --> 01:03:31,578 the computer press, but also just mainstream press. 1051 01:03:32,646 --> 01:03:34,748 Good evening, ladies and gentlemen. 1052 01:03:35,416 --> 01:03:38,185 Commodore welcomes you to Lincoln Center. 1053 01:03:38,852 --> 01:03:42,289 My name is Bob Truckenbrod, Vice President of Marketing for Commodore, 1054 01:03:43,390 --> 01:03:44,825 and I will be your host 1055 01:03:44,958 --> 01:03:47,695 for what promises to be a very exciting exhibition. 1056 01:03:49,596 --> 01:03:54,034 For tonight is the world premiere of Amiga. 1057 01:03:54,168 --> 01:03:58,572 The launch of the Amiga in New York was a wonderful experience. 1058 01:03:58,672 --> 01:04:02,810 We were so impressed that Commodore could pull that off. 1059 01:04:02,910 --> 01:04:06,680 You know, right there at Lincoln Center, to announce the Amiga to the world. 1060 01:04:06,814 --> 01:04:09,249 And to have all of us in tuxedos 1061 01:04:09,383 --> 01:04:12,486 and the women in beautiful dresses and that kind of thing. 1062 01:04:12,619 --> 01:04:17,858 (Hart) It really was fun, to see all these dudes dressed in black-tie, man, 1063 01:04:17,991 --> 01:04:22,463 it was just too much, too much. 1064 01:04:22,596 --> 01:04:24,998 We did a satellite uplink on this. 1065 01:04:25,099 --> 01:04:27,501 So this thing actually kinda went world-wide. 1066 01:04:27,634 --> 01:04:31,438 The same time we showed that launch from Lincoln Center 1067 01:04:31,538 --> 01:04:33,507 and anybody that could sign on to it 1068 01:04:33,640 --> 01:04:36,810 was able to sign on and see the launch exactly as it occurred. 1069 01:04:36,910 --> 01:04:40,047 Commodore really, you know, they treated us very well. 1070 01:04:40,147 --> 01:04:43,283 I mean, they set all that stuff out for us 1071 01:04:43,417 --> 01:04:45,719 and in some ways I felt like 1072 01:04:45,853 --> 01:04:49,523 some of the complaints about Commodore were overblown 1073 01:04:49,656 --> 01:04:52,860 because they really did take the thing and they really ran with it. 1074 01:04:52,960 --> 01:04:54,661 The sales team and the marketing team 1075 01:04:54,762 --> 01:04:58,699 was involved only to the point of trying to address the end use. 1076 01:04:58,832 --> 01:05:00,567 How were we going to address the Amiga? 1077 01:05:00,701 --> 01:05:02,736 What was its main use? 1078 01:05:02,870 --> 01:05:05,572 And at that time there was a guy named Bob Pariseau 1079 01:05:05,706 --> 01:05:07,141 who gave the presentation. 1080 01:05:07,641 --> 01:05:11,145 He was one of the engineers involved from the original Amiga days. 1081 01:05:11,278 --> 01:05:12,679 The Amiga computer. 1082 01:05:14,181 --> 01:05:17,751 We've lived our dream and seen it come to life. 1083 01:05:18,752 --> 01:05:20,354 Now it's your turn. 1084 01:05:20,487 --> 01:05:23,957 What will you do with the Amiga computer? 1085 01:05:24,091 --> 01:05:26,794 Bob basically was kind of the overseer 1086 01:05:26,927 --> 01:05:29,696 of a lot of the technical stuff, particularly the software side. 1087 01:05:30,497 --> 01:05:34,802 And he did have the ability to translate the techno side of things 1088 01:05:34,935 --> 01:05:37,604 into terms that I think most people could really understand. 1089 01:05:37,738 --> 01:05:39,706 So when we needed a spokesman who could, 1090 01:05:40,307 --> 01:05:42,409 if he got cornered on a technical question, 1091 01:05:42,543 --> 01:05:46,180 could respond with a technology-based answer, 1092 01:05:46,313 --> 01:05:48,549 but he also could make that translation 1093 01:05:48,682 --> 01:05:50,884 into terms that would be more consumer-friendly. 1094 01:05:51,485 --> 01:05:52,820 Good evening. 1095 01:05:52,953 --> 01:05:55,556 What you are about to witness 1096 01:05:55,689 --> 01:05:59,760 is the result of an effort of research and engineering 1097 01:05:59,893 --> 01:06:02,029 that began in 1982 1098 01:06:03,030 --> 01:06:04,565 and which, to date, 1099 01:06:04,698 --> 01:06:09,169 has consumed over 100 man-years of engineering talent. 1100 01:06:10,037 --> 01:06:11,538 The Amiga computer. 1101 01:06:12,606 --> 01:06:15,175 What we demonstrated at the launch 1102 01:06:15,309 --> 01:06:17,778 was just mind-blowing for these guys. 1103 01:06:17,911 --> 01:06:21,348 When we went after that launch, 1104 01:06:21,448 --> 01:06:26,553 it was to show audio, music, graphics and speed. 1105 01:06:26,653 --> 01:06:27,821 And in doing that, 1106 01:06:27,955 --> 01:06:30,557 with the technology difference of having the three chips 1107 01:06:30,657 --> 01:06:34,428 we tried to convince the world that we had a better, faster 1108 01:06:34,561 --> 01:06:35,963 more colourful machine 1109 01:06:36,063 --> 01:06:38,532 and a distribution setup 1110 01:06:38,632 --> 01:06:40,467 that could easily be transitioned to. 1111 01:06:40,601 --> 01:06:44,037 To show off the graphics capabilities, they got Andy Warhol 1112 01:06:44,171 --> 01:06:46,473 and Deborah Harry, who's the singer in Blondie. 1113 01:06:46,607 --> 01:06:50,010 Andy Warhol was famous for doing images of stars. 1114 01:06:50,143 --> 01:06:54,181 He would do a portrait of them with very primary colour backgrounds. 1115 01:06:54,681 --> 01:06:57,017 And so they got him to do one of those type of images, 1116 01:06:57,150 --> 01:07:00,487 where he would scan a picture of her in and then colour it. 1117 01:07:00,621 --> 01:07:04,625 I was there for the rehearsals that were going on with Andy Warhol. 1118 01:07:04,758 --> 01:07:08,662 And it was dicey, because the computer was still not quite reliable. 1119 01:07:08,795 --> 01:07:13,300 And we were very concerned that it might crash or just totally catch on fire, 1120 01:07:13,433 --> 01:07:16,637 burn up or something in the middle of this big show 1121 01:07:16,770 --> 01:07:19,673 where we had all of this press from New York. 1122 01:07:19,806 --> 01:07:24,211 We had this artist at Amiga called Jack Haeger who was just a brilliant artist. 1123 01:07:24,311 --> 01:07:27,981 A lot of the early stuff that was just awesome was Jack. 1124 01:07:28,081 --> 01:07:30,617 And Jack was also smooth and a good talker. 1125 01:07:30,717 --> 01:07:34,321 And so, we decided he'd get up on stage with Andy Warhol. 1126 01:07:34,888 --> 01:07:37,791 You found it to be very spontaneous, didn't you? 1127 01:07:37,891 --> 01:07:40,894 Yeah, it's great. It's such a great thing. 1128 01:07:44,932 --> 01:07:46,800 What more can you say? 1129 01:07:46,900 --> 01:07:48,068 Well... 1130 01:07:48,502 --> 01:07:53,106 Andy Warhol is using my Graphicraft paint program 1131 01:07:53,240 --> 01:07:58,211 to modify a digitised image of Deborah Harry that he just got 1132 01:07:58,312 --> 01:08:00,814 into the Amiga computer, 1133 01:08:00,914 --> 01:08:05,652 and we had rehearsed with Andy Warhol who was an artist. 1134 01:08:05,752 --> 01:08:08,355 He's not an engineer and he's not a logical guy. 1135 01:08:08,488 --> 01:08:11,224 And so you can give him logical instructions, 1136 01:08:11,325 --> 01:08:14,561 but he was an artist, he wasn't an engineer. 1137 01:08:14,695 --> 01:08:16,763 And so we told him, "You can do this, but don't do that. 1138 01:08:16,897 --> 01:08:18,098 "And do this and don't do that." 1139 01:08:18,231 --> 01:08:20,267 And he said, "Yeah, yeah. I got it, I got it." 1140 01:08:20,367 --> 01:08:22,936 But he wasn't getting it. And then, he was... 1141 01:08:23,070 --> 01:08:24,738 And he gets up on stage 1142 01:08:24,871 --> 01:08:29,743 and he starts playing with Graphicraft like some crazy monkey, 1143 01:08:29,876 --> 01:08:32,512 when we know that the thing is so fragile, 1144 01:08:32,646 --> 01:08:35,882 and the hardware's just barely holding it together. 1145 01:08:35,983 --> 01:08:39,519 And the one thing that was a disaster was flood fill. 1146 01:08:39,653 --> 01:08:43,523 That the flood fill wasn't working correctly in the hardware. It would leak. 1147 01:08:43,657 --> 01:08:46,994 And if you clicked in the wrong place and made it flood fill the wrong way, 1148 01:08:47,127 --> 01:08:50,330 it would leak and fill the entire thing, and wipe out your entire image. 1149 01:08:50,464 --> 01:08:53,934 And so we told him, "Whatever you do, don't touch the flood fill." 1150 01:08:54,067 --> 01:08:56,603 So the first thing the guy reaches for is the flood fill. 1151 01:08:56,737 --> 01:08:59,106 And he's all, like... click, click, clickety-click... 1152 01:09:03,276 --> 01:09:05,345 And you gotta see, Jack's face is... 1153 01:09:05,479 --> 01:09:08,615 Oh, God, it's just so awesome! He's filled with this horror. 1154 01:09:08,749 --> 01:09:11,985 It's going down! It's going down! 1155 01:09:12,119 --> 01:09:13,887 And he clicked on it and he created the flood fill. 1156 01:09:13,987 --> 01:09:16,757 And I think all of us that were on the engineering team, 1157 01:09:16,890 --> 01:09:18,191 sitting in the audience, were like, 1158 01:09:18,325 --> 01:09:20,827 "No! What's gonna happen now?" 1159 01:09:20,961 --> 01:09:22,829 And we saw that flood fill and it kind of filled in. 1160 01:09:22,963 --> 01:09:24,097 You watched it progress, 1161 01:09:24,197 --> 01:09:26,967 and you thought it'd get to the end and then there'd be a guru meditation, 1162 01:09:27,100 --> 01:09:28,969 the machine would've crashed. 1163 01:09:29,102 --> 01:09:32,506 But, no, it didn't. It made it through and it was all... 1164 01:09:32,606 --> 01:09:35,242 And we were relieved by that. 1165 01:09:35,375 --> 01:09:38,045 The immediate reaction after the launch was phenomenal. 1166 01:09:38,178 --> 01:09:40,247 The kinds of words that, you know, you just... 1167 01:09:40,380 --> 01:09:42,616 You'd write for yourself if you wanted to write them 1168 01:09:42,749 --> 01:09:44,051 to describe something phenomenal. 1169 01:09:44,184 --> 01:09:46,453 They responded very much like people do to video games. 1170 01:09:46,586 --> 01:09:49,156 "Why have the graphics gotten better? Why has the sound has gotten better?" 1171 01:09:49,256 --> 01:09:52,259 Because you respond to it with your ears, with your eyes. 1172 01:09:52,392 --> 01:09:55,562 The tactofeel we now have in game controllers and things as well, 1173 01:09:55,662 --> 01:09:57,564 with feedback, that's all a part of it. 1174 01:09:57,664 --> 01:10:00,634 Because as human beings, that's what we respond to. 1175 01:10:00,767 --> 01:10:04,805 And we knocked their socks off, absolutely knocked their socks off. 1176 01:10:10,343 --> 01:10:14,681 'Re-experience the mind unbounded. 1177 01:10:18,952 --> 01:10:23,356 'Amiga, the first personal computer that gives you a creative edge.' 1178 01:10:23,523 --> 01:10:26,993 There used to be this massive, massive disparity between the games 1179 01:10:27,094 --> 01:10:29,362 that we could play at home and the kind of technology, 1180 01:10:29,463 --> 01:10:32,399 and the quality experience you could get in the arcades. 1181 01:10:32,499 --> 01:10:34,000 And that was always really evident 1182 01:10:34,101 --> 01:10:38,472 when you would see, like, the Spectrum or the Commodore 64 adaptations, 1183 01:10:38,605 --> 01:10:40,273 the conversions of those coin-op games. 1184 01:10:40,407 --> 01:10:42,109 I think Operation Wolf was one that I remember. 1185 01:10:42,242 --> 01:10:44,478 It had the gun. The graphics were actually really cool. 1186 01:10:44,611 --> 01:10:46,880 Then you'd come home and play it on your 64 or your Spectrum, 1187 01:10:47,013 --> 01:10:48,215 and it was just nothing like it. 1188 01:10:48,315 --> 01:10:51,718 I mean, it wasn't anything like Operation Wolf in anything but name. 1189 01:10:51,852 --> 01:10:53,386 And that was always kind of depressing. 1190 01:10:53,487 --> 01:10:56,623 What I think is actually really interesting about the Amiga generation is, 1191 01:10:56,723 --> 01:10:59,292 I think that was the first time that we really started to close that gap. 1192 01:10:59,426 --> 01:11:01,027 By the time the Amiga came out, 1193 01:11:01,128 --> 01:11:04,531 there were already coin-operated arcade machines 1194 01:11:04,664 --> 01:11:08,001 also using the Motorola MC68000. 1195 01:11:08,101 --> 01:11:10,337 And you could see in the arcades what you could do 1196 01:11:10,470 --> 01:11:12,906 when you spent $5,000 or $10,000 on hardware 1197 01:11:13,039 --> 01:11:15,242 and built out a really fabulous game. 1198 01:11:15,342 --> 01:11:17,911 And I'm thinking about games at that time like Marble Madness. 1199 01:11:18,044 --> 01:11:21,615 Of course, we later licensed Marble Madness and brought it to the Amiga. 1200 01:11:21,715 --> 01:11:23,517 That's the kind of thing that became possible. 1201 01:11:23,650 --> 01:11:27,954 Suddenly, you could do things at home that were pretty mind-boggling. 1202 01:11:28,088 --> 01:11:31,558 When I saw Marble Madness for the first time on the Amiga, 1203 01:11:31,691 --> 01:11:37,097 it was shocking, and it was shocking because, as far as I can recall, 1204 01:11:37,230 --> 01:11:41,968 it was the first time that a video game on a home computer, 1205 01:11:43,136 --> 01:11:46,907 pixel for pixel, replicated an arcade game. 1206 01:11:47,040 --> 01:11:49,709 (Cambridge) It was the arcade version. There is no difference. 1207 01:11:49,843 --> 01:11:52,145 There might be very slight differences, 1208 01:11:52,279 --> 01:11:56,683 but the quality of that Amiga version was so fantastic at the time. 1209 01:11:56,783 --> 01:11:58,151 It looked like an arcade game. 1210 01:11:58,285 --> 01:12:00,520 And that was the big excitement. You wanted that. 1211 01:12:00,654 --> 01:12:02,989 I just loved its clean clarity. 1212 01:12:03,123 --> 01:12:05,692 Marble Madness was well-suited to the Amiga, 1213 01:12:05,792 --> 01:12:08,528 because it scrolled these playfields. 1214 01:12:08,662 --> 01:12:14,401 The background as the marble was rolling was a perfect operation for the chips. 1215 01:12:14,534 --> 01:12:17,737 So I think what the Amiga really did as a computer was 1216 01:12:17,871 --> 01:12:20,540 it sort of took the blinders off game developers 1217 01:12:21,141 --> 01:12:23,944 and it allowed us to start creating more immersive experiences 1218 01:12:24,077 --> 01:12:26,313 with better graphics and better sounds. 1219 01:12:26,413 --> 01:12:30,016 And it opened up the potential audience to a much larger group of people 1220 01:12:30,150 --> 01:12:33,153 that were looking for something, you know, a bit more entertaining 1221 01:12:33,286 --> 01:12:36,223 than what they were getting from the 8-bit computers. 1222 01:12:44,397 --> 01:12:46,700 (Ahmad) The first time I saw Defender of the Crown, 1223 01:12:46,800 --> 01:12:50,737 I had to ask the guy behind the counter to show me that it was actually running code. 1224 01:12:50,837 --> 01:12:53,340 He said, "Have a go." "OK." 1225 01:12:55,342 --> 01:12:57,711 "Oh. My. God." 1226 01:12:57,811 --> 01:13:00,580 I still remember playing the jousting. The jousting was great. 1227 01:13:00,714 --> 01:13:04,150 It was like you were... You were in a movie. 1228 01:13:05,018 --> 01:13:07,187 And yes, a pixelated movie, but still. 1229 01:13:07,320 --> 01:13:10,790 Compared to the games you'd been playing only maybe a year or two before that, 1230 01:13:10,924 --> 01:13:13,059 the graphical fidelity was astonishing. 1231 01:13:13,193 --> 01:13:16,563 Bob Jacob at Cinemaware absolutely loved movies, 1232 01:13:16,663 --> 01:13:18,665 and that's why he started the company. 1233 01:13:18,798 --> 01:13:23,436 He had a real passion for storytelling and for creating immersive environments, 1234 01:13:23,570 --> 01:13:26,006 and the Amiga allowed him to do that. 1235 01:13:26,139 --> 01:13:31,978 It gave you this cinema experience where you just didn't play a game, 1236 01:13:32,078 --> 01:13:33,680 but between the levels, 1237 01:13:33,813 --> 01:13:38,418 you'd see cutscenes where you, the hero, was getting together with a woman, 1238 01:13:38,551 --> 01:13:42,155 or you, the hero, was demanding justice from the bad guys. 1239 01:13:42,255 --> 01:13:45,825 We were able to do cutscenes that had actual animation. 1240 01:13:45,959 --> 01:13:51,031 So when you rescue the princess and you have the sword fighting scene, 1241 01:13:51,164 --> 01:13:56,236 you can have a cutscene at the end where you have shadows on the wall, 1242 01:13:56,369 --> 01:13:59,205 and the hero embraces the princess, 1243 01:13:59,306 --> 01:14:02,008 and we could let your imagination run wild with that. 1244 01:14:02,108 --> 01:14:07,414 And it was a game that brought you in in a way that no other game had done before. 1245 01:14:07,514 --> 01:14:09,916 And the game design itself was good. 1246 01:14:10,050 --> 01:14:14,788 But there was this artist, Jim Sachs, who was the art lead on that project, 1247 01:14:14,888 --> 01:14:17,290 and it was his magic 1248 01:14:17,424 --> 01:14:20,994 that turned that game from a commonplace experience 1249 01:14:21,094 --> 01:14:23,296 into something like no one had ever seen before. 1250 01:14:23,430 --> 01:14:27,467 Jim Sachs, I can say without any hesitation, was a genius. 1251 01:14:27,600 --> 01:14:30,470 And Defender of the Crown would not have been a success 1252 01:14:30,603 --> 01:14:32,305 if it hadn't been for Jim Sachs. 1253 01:14:32,439 --> 01:14:34,841 When I started doing the graphics for Defender of the Crown, 1254 01:14:34,941 --> 01:14:37,110 the tools were extremely primitive. 1255 01:14:37,243 --> 01:14:40,013 It was still Graphicraft and Aegis Images. 1256 01:14:40,113 --> 01:14:42,916 So I was drawing castles one dot at a time. 1257 01:14:43,049 --> 01:14:48,621 I'd do a sketch on paper, or I'd see magazine articles about castles. 1258 01:14:48,722 --> 01:14:50,256 And I'd have that picture 1259 01:14:50,357 --> 01:14:52,559 and then do something like that on the screen, 1260 01:14:52,692 --> 01:14:54,027 literally one dot at a time. 1261 01:14:54,127 --> 01:14:59,966 And put about five or six dots together and that forms a block of stone. 1262 01:15:00,066 --> 01:15:04,037 And then, at that point, you could clip out groups of pixels 1263 01:15:04,137 --> 01:15:06,573 and stamp them in as brushes. 1264 01:15:06,706 --> 01:15:09,142 So I was doing that. Stone after stone after stone. 1265 01:15:09,275 --> 01:15:10,977 Finally, you have one tower, 1266 01:15:11,111 --> 01:15:14,581 and then draw the grass and everything growing up to that. 1267 01:15:14,714 --> 01:15:16,116 Very time-consuming. 1268 01:15:16,249 --> 01:15:18,985 And after about probably two weeks, 1269 01:15:19,119 --> 01:15:22,122 I had drawn the first castle on a hill and turned that in. 1270 01:15:22,255 --> 01:15:23,857 And it just blew them away, of course. 1271 01:15:23,957 --> 01:15:27,794 You know, it was just so much different than anything else that they had seen. 1272 01:15:27,927 --> 01:15:31,464 So then, they could get an idea of what the whole game was gonna look like, 1273 01:15:31,564 --> 01:15:33,666 and started to get really excited about the whole thing. 1274 01:15:33,767 --> 01:15:37,370 The design itself reached for 1275 01:15:37,504 --> 01:15:42,709 the kind of softer entertainment experience that is commonplace today. 1276 01:15:42,809 --> 01:15:48,114 Everyone's comfortable with the fact that software does that movie thing that it does. 1277 01:15:48,214 --> 01:15:51,184 But Defender of the Crown, the Cinemaware title, 1278 01:15:51,317 --> 01:15:54,687 was one of the first that made that a reality 1279 01:15:54,788 --> 01:15:57,690 where you were no longer just playing a game. 1280 01:15:57,791 --> 01:15:59,592 Because it demonstrated not just graphically, 1281 01:15:59,726 --> 01:16:03,530 visually, this was a quantum leap beyond anything we had seen in 8-bit. 1282 01:16:03,630 --> 01:16:05,031 It was certainly that. 1283 01:16:05,165 --> 01:16:08,234 But it was the kind of game that just wasn't even possible. 1284 01:16:08,368 --> 01:16:11,971 There was nothing quite like Defender of the Crown before it came out. 1285 01:16:12,105 --> 01:16:15,575 And it was definitely a signal for where video games could go. 1286 01:16:15,708 --> 01:16:18,578 I didn't think all video games would take that route, 1287 01:16:18,711 --> 01:16:22,549 but in terms of production values and the ability to draw in people 1288 01:16:22,649 --> 01:16:26,453 who otherwise haven't been interested in video games before. 1289 01:16:26,586 --> 01:16:30,723 The idea that a video game could be a mass market activity and not just a niche, 1290 01:16:30,824 --> 01:16:33,259 I think Defender of the Crown was, if not the first, 1291 01:16:33,393 --> 01:16:35,261 then one of the very first to signal that. 1292 01:16:48,975 --> 01:16:52,345 When the Amiga 1000 came off the manufacturing line, 1293 01:16:52,846 --> 01:16:56,983 most of us were... "Amazed" is the wrong word. 1294 01:16:57,083 --> 01:16:59,385 "Distressed" was a better word, 1295 01:16:59,486 --> 01:17:03,456 at what appeared to be wholly inadequate marketing 1296 01:17:03,590 --> 01:17:04,991 on the part of Commodore. 1297 01:17:05,091 --> 01:17:08,962 They didn't really have a good focus, and I think part of that was the fact that 1298 01:17:09,062 --> 01:17:12,165 the Amiga computer was so capable of doing almost anything. 1299 01:17:12,265 --> 01:17:17,303 Unfortunately, with the loss of the leadership of Jack Tramiel that very same year, 1300 01:17:17,437 --> 01:17:21,040 Commodore was a little bit lost as to what direction to take. 1301 01:17:21,174 --> 01:17:24,777 Their actions basically said, "We don't understand what we got here." 1302 01:17:24,878 --> 01:17:28,481 They were shipping containerloads of Commodore 64s. 1303 01:17:28,615 --> 01:17:31,718 They were shipping high volume to these mass merchants. 1304 01:17:31,851 --> 01:17:37,190 And then all of a sudden, along comes a good buy in buying the Amiga technology, 1305 01:17:37,290 --> 01:17:40,894 because somebody had the vision to go after the Macintosh business 1306 01:17:41,027 --> 01:17:44,330 and the business side of the channels, 1307 01:17:44,464 --> 01:17:48,134 but nobody in the company really had the experience. 1308 01:17:48,268 --> 01:17:51,905 They just didn't know how to market any longer a computer like this 1309 01:17:52,038 --> 01:17:54,140 to that computer-based trait. 1310 01:17:54,274 --> 01:17:57,043 They really only understood a no-mass market. 1311 01:17:57,143 --> 01:18:01,247 And the other part of it is that they yanked the development, a support, 1312 01:18:01,347 --> 01:18:03,116 that had to be out there in order to get software, 1313 01:18:03,249 --> 01:18:05,018 a meaningful software, done in this thing. 1314 01:18:05,118 --> 01:18:07,654 They were so used to the software community 1315 01:18:07,754 --> 01:18:13,159 going and fulfilling the Commodore 64 gaming and productivity software, 1316 01:18:13,293 --> 01:18:16,229 that they never really programmed them for the conformity 1317 01:18:16,329 --> 01:18:18,498 of dealing with the Amiga technology. 1318 01:18:18,631 --> 01:18:21,034 Commodore 64 software was a grass-roots effort. 1319 01:18:22,035 --> 01:18:25,271 Software developers out in the field went and did what they wanted to do. 1320 01:18:25,371 --> 01:18:27,373 Sometimes without the help of Commodore. 1321 01:18:27,507 --> 01:18:29,075 Wasn't that easy to do on the Amiga. 1322 01:18:29,175 --> 01:18:31,044 You needed the books. You needed some training. 1323 01:18:31,144 --> 01:18:33,646 You needed some support back from the company. 1324 01:18:33,746 --> 01:18:35,548 And Commodore didn't provide it. 1325 01:18:35,682 --> 01:18:39,986 Almost all the first-line software that came out of that machine 1326 01:18:40,520 --> 01:18:45,191 was written by internal Amiga guys who just basically sat down and wrote it. 1327 01:18:45,892 --> 01:18:48,127 Because they understood we had to have these applications, 1328 01:18:48,261 --> 01:18:50,964 otherwise we had a nice demo, but that was it. 1329 01:18:51,097 --> 01:18:54,133 We travelled around to 30 cities, launching the Amiga. 1330 01:18:54,267 --> 01:18:56,603 And we had everybody ready for it. 1331 01:18:56,736 --> 01:18:57,870 But then, when we went home, 1332 01:18:57,971 --> 01:19:01,774 we found out they had already had a conversation with Kmart 1333 01:19:01,908 --> 01:19:05,178 and Wal-Mart and some of these other guys who were just used to selling numbers, 1334 01:19:05,311 --> 01:19:10,216 and they could care less about support for the people who wanted to do productivity. 1335 01:19:10,350 --> 01:19:12,785 They just wanted to sell tons of games. 1336 01:19:13,219 --> 01:19:15,355 But again, that's all they knew. 1337 01:19:15,488 --> 01:19:17,991 Their experience had said, "Hey, we'll get started, 1338 01:19:18,124 --> 01:19:19,826 "and then we'll take it to the mass market, 1339 01:19:19,959 --> 01:19:22,395 "and we'll have another Commodore 64 on our hands." 1340 01:19:23,296 --> 01:19:25,198 It isn't a Commodore 64. 1341 01:19:25,331 --> 01:19:29,769 So, you know, to market it like that, I mean, you just flunked Marketing 101. 1342 01:19:30,303 --> 01:19:32,905 And that's where we got lost. 1343 01:19:33,006 --> 01:19:35,308 We had no way to sell that product. 1344 01:19:35,408 --> 01:19:39,379 All we had to do was give it to the mass merchant, 1345 01:19:39,512 --> 01:19:42,315 and the mass merchant would end up sending back the product 1346 01:19:42,415 --> 01:19:45,852 when the customer returned it to them, because they didn't know how to boot it up. 1347 01:19:45,985 --> 01:19:49,322 (Pleasance) The ethos of Commodore, it never had a plan, 1348 01:19:49,422 --> 01:19:52,392 so therefore, it never questioned what was happening. 1349 01:19:52,525 --> 01:19:55,595 They stumbled from crisis to crisis to crisis, 1350 01:19:55,728 --> 01:19:58,464 and just firefighting more time than they were in planning. 1351 01:19:58,631 --> 01:20:01,367 After the West Coast guys left Commodore, 1352 01:20:01,467 --> 01:20:03,636 Commodore had to turn to their own internal engineers 1353 01:20:03,770 --> 01:20:06,372 to continue development of the Amiga system. 1354 01:20:06,472 --> 01:20:10,009 And so, what they said was, "We're gonna go both ways. 1355 01:20:10,143 --> 01:20:14,480 "We're gonna have an Amiga computer that's really aimed for business. 1356 01:20:14,614 --> 01:20:18,851 "It's gonna be very high-end, even higher-end than the Amiga 1000 was. 1357 01:20:18,985 --> 01:20:21,788 "And we're also gonna do a lower-end Amiga 1358 01:20:21,888 --> 01:20:24,357 "that's gonna be a Commodore 64 replacement." 1359 01:20:24,891 --> 01:20:28,895 And so that's how the Amiga 500 came about and the Amiga 2000. 1360 01:20:29,629 --> 01:20:34,801 'You are about to step into a brave new world of power, performance and productivity, 1361 01:20:34,901 --> 01:20:38,705 'made possible by the new Commodore Amiga 500 home computer. 1362 01:20:38,838 --> 01:20:41,974 'Sit back and get set for the ride of your life. 1363 01:20:44,510 --> 01:20:47,380 'I am the Commodore Amiga 500.' 1364 01:20:47,480 --> 01:20:50,883 (Haynie) Why do the A500? I think the big idea there 1365 01:20:51,017 --> 01:20:54,120 was to make something that Commodore understood better. 1366 01:20:54,253 --> 01:20:57,323 You know, Commodore was never that good at selling higher-end systems. 1367 01:20:57,457 --> 01:21:05,031 And the A500 sort of hit the same exact market spot that the C1 28 had. 1368 01:21:05,131 --> 01:21:08,534 You know, it was something that a Commodore fan would recognise. 1369 01:21:08,668 --> 01:21:12,605 It was kind of what people thought about home computers, at least in the '80s. 1370 01:21:12,705 --> 01:21:18,010 So, my recollection of the origin of the A500 was 1371 01:21:18,111 --> 01:21:21,848 Gerard Bucas asked Jeff Porter, George Robbins and I 1372 01:21:21,948 --> 01:21:26,753 to look at the A1 000 and see if we could cost-reduce it. 1373 01:21:26,886 --> 01:21:30,123 So we had the schematics that Dave Needle had done, 1374 01:21:30,256 --> 01:21:34,761 and we just decided the things that were gonna reduce the cost were 1375 01:21:34,894 --> 01:21:40,133 getting rid of the writable control store and putting it into a singular case, 1376 01:21:40,266 --> 01:21:42,068 and having a brick power supply. 1377 01:21:42,168 --> 01:21:44,637 And we looked at the Agnus chip in particular, 1378 01:21:44,737 --> 01:21:47,707 which ended up getting some stuff rolled into it. 1379 01:21:47,840 --> 01:21:52,445 And it was a big cost reduction. The A1 000 case was very expensive. 1380 01:21:52,545 --> 01:21:54,247 The lack of integration, 1381 01:21:54,347 --> 01:21:58,184 all those separate chips that got dramatically reduced with the Fat Agnus 1382 01:21:58,317 --> 01:21:59,585 reduced the cost of it. 1383 01:21:59,719 --> 01:22:03,790 It was really just, "Let's deliver the same level of technology, 1384 01:22:03,923 --> 01:22:08,895 "but mechanically, electronically, whatever we can, cut the cost, 1385 01:22:08,995 --> 01:22:14,066 "so that we can make something that Commodore people know what to do with." 1386 01:22:14,167 --> 01:22:18,404 Jeff and I took that proposal to a meeting with Jay Miner, 1387 01:22:18,538 --> 01:22:20,907 and we showed the factoring that we wanted to do. 1388 01:22:21,007 --> 01:22:23,709 There was some debate as to whether the clock stuff was gonna work, 1389 01:22:23,810 --> 01:22:26,379 but Jay Miner was like, "No. That should work"' you know. 1390 01:22:26,512 --> 01:22:29,482 And it was cool meeting him. I had never met him before. 1391 01:22:29,582 --> 01:22:32,618 He was very much professional 1392 01:22:32,752 --> 01:22:39,292 about assessing whether what we were proposing made sense technically speaking. 1393 01:22:39,392 --> 01:22:43,396 I'd been advised that they were producing an A500, 1394 01:22:43,529 --> 01:22:46,199 that it was going to be aimed at the consumer market. 1395 01:22:46,332 --> 01:22:52,738 And as soon as it arrived, it definitely lived up to all of our expectations and beyond. 1396 01:22:52,839 --> 01:22:56,309 Because the capabilities of it were equally as good as 1397 01:22:56,409 --> 01:22:58,611 the majority of things you could do on the 1000 1398 01:22:58,744 --> 01:23:01,781 at probably 25% of the 1000 price at that time. 1399 01:23:01,914 --> 01:23:05,017 I'm actually very proud of that machine, cos I think it... 1400 01:23:05,151 --> 01:23:09,021 I thought it preserved the spirit of the Amiga 1401 01:23:09,155 --> 01:23:13,860 while making it much more available in terms of price. 1402 01:23:13,993 --> 01:23:17,763 We were a consumer company selling game computers, 1403 01:23:17,864 --> 01:23:21,200 and it doesn't mean that should be the only thing Commodore was, 1404 01:23:21,334 --> 01:23:23,669 but everyone knew that's what our strength was. 1405 01:23:23,803 --> 01:23:29,008 (Ahmad) The thing about the 500 was that it was very clearly a realisation 1406 01:23:29,141 --> 01:23:30,776 that there is a games market, 1407 01:23:30,877 --> 01:23:34,614 and we need to put something out that people can play games on, and that was it. 1408 01:23:35,081 --> 01:23:36,949 So it served as a great games machine, 1409 01:23:37,049 --> 01:23:38,551 and as a really good development machine as well. 1410 01:23:38,651 --> 01:23:41,587 But I think that was a case of Commodore realising 1411 01:23:41,687 --> 01:23:45,258 they had to directly address the market that they created. 1412 01:24:13,819 --> 01:24:15,922 (Cutter) Using the Amiga for the first time was a revelation. 1413 01:24:16,055 --> 01:24:17,924 It was like a veil had been lifted. 1414 01:24:18,057 --> 01:24:22,461 It not only allowed us to dream, it allowed us to dream big. 1415 01:24:34,040 --> 01:24:37,543 People who do game development and some application development 1416 01:24:37,677 --> 01:24:39,845 can look at a PC or other machines 1417 01:24:39,946 --> 01:24:45,217 and see how much work it takes to get the machine to do what you want it to do, 1418 01:24:45,318 --> 01:24:49,889 and how easy it is to get the Amiga to do what you want it to do. 1419 01:24:50,022 --> 01:24:51,924 So your energy and your time 1420 01:24:52,058 --> 01:24:55,928 are not spent on tricking the machine to produce a piece of graphics. 1421 01:24:56,062 --> 01:25:01,167 They're spent on your invention and your art and your creativity. 1422 01:25:01,300 --> 01:25:02,635 The goal that Jay and I had 1423 01:25:02,735 --> 01:25:07,106 was to advance the state of the art 10 times beyond the competition. 1424 01:25:07,239 --> 01:25:10,676 And when you advance the state of the art sufficiently, 1425 01:25:11,143 --> 01:25:15,281 you get into the realm where you're doing something that people find completely new. 1426 01:25:15,381 --> 01:25:19,318 It expands their capability to do things you can't do before 1427 01:25:19,452 --> 01:25:22,722 with 10 times more horsepower. In some cases, even more. 1428 01:25:22,855 --> 01:25:28,194 Game developers now, who typically might've just been writing assembly code 1429 01:25:28,327 --> 01:25:32,465 or were doing as much as they can just to get the hardware to do stuff, 1430 01:25:32,565 --> 01:25:34,700 all of a sudden, they had a computer 1431 01:25:34,800 --> 01:25:37,703 that basically would do most of the work for them. 1432 01:25:37,803 --> 01:25:39,572 There was the graphics chips 1433 01:25:39,705 --> 01:25:42,508 that were doing the blitting and the moving of the graphics. 1434 01:25:42,608 --> 01:25:45,878 There were sprites that would just appear where you wanted them to appear. 1435 01:25:45,978 --> 01:25:47,079 Multi-colour sprites. 1436 01:25:47,179 --> 01:25:51,350 You could do the play field animation. You could do play field scrolling. 1437 01:25:51,484 --> 01:25:55,755 You could do simulated 3D perspective stuff by using differential scrolling. 1438 01:25:55,888 --> 01:26:01,694 More colours using the run-length compression in the Hold-And-Modify. 1439 01:26:01,794 --> 01:26:05,431 A multi-channel sampled audio instead of beeps and boops. 1440 01:26:05,564 --> 01:26:09,168 So if you're a game developer, and you saw the opportunity 1441 01:26:09,301 --> 01:26:14,206 to do what you could with the Amiga to advance the state of your gaming creativity, 1442 01:26:14,340 --> 01:26:16,909 all of a sudden, this gave you a new tool. 1443 01:26:32,191 --> 01:26:36,328 So it really appealed to the creative edge. 1444 01:26:36,429 --> 01:26:38,431 That was what the Amiga was about. 1445 01:26:38,564 --> 01:26:41,200 That was actually the slogan, that it gave you the creative edge. 1446 01:26:41,333 --> 01:26:43,869 And it really did. And it took all the people 1447 01:26:44,003 --> 01:26:48,207 that were not just bland PCers that just want to do PC-types of stuff, 1448 01:26:48,340 --> 01:26:50,543 but it just opened up this whole new world. 1449 01:26:50,643 --> 01:26:52,978 The first time I saw it, I was just blown away. 1450 01:26:53,079 --> 01:26:57,016 It was difficult to believe just what a huge leap it was. 1451 01:26:57,149 --> 01:27:02,655 It just felt like you were just touching science fiction, it was so advanced. 1452 01:27:02,788 --> 01:27:06,625 (Cooper) When it comes to the Amiga, the world was really your oyster. 1453 01:27:06,759 --> 01:27:12,164 It widened my world, cos I thought, "Well, we can do anything we want to do." 1454 01:27:12,264 --> 01:27:15,067 So my mind just exploded. 1455 01:27:15,201 --> 01:27:17,603 Amiga was so smooth, you know what I mean? 1456 01:27:17,703 --> 01:27:18,871 It was like a Porsche. 1457 01:27:21,006 --> 01:27:25,411 It had Copper. It had this amazing sound chip. 1458 01:27:25,511 --> 01:27:26,879 Beautiful colours. 1459 01:27:27,012 --> 01:27:31,083 It was very fast. It was a better machine all round. 1460 01:27:31,717 --> 01:27:35,421 And you could tell from the games that were coming out. 1461 01:27:35,521 --> 01:27:37,490 To me, machines are machines, 1462 01:27:37,623 --> 01:27:39,992 and all I talk about with machines is what's wrong with them. 1463 01:27:40,493 --> 01:27:42,928 I just only ever see problems in machines. 1464 01:27:43,062 --> 01:27:46,799 Things that they're stopping me from doing more efficiently, that I want to do. 1465 01:27:47,233 --> 01:27:50,302 But the Amiga, actually, of all of the machines I've worked on, 1466 01:27:50,436 --> 01:27:55,107 was the one which gave me the most of what you wanted to deliver the most painlessly. 1467 01:27:55,241 --> 01:27:57,143 From a designer's point of view, it was a brilliant machine. 1468 01:27:57,276 --> 01:27:59,345 It was very accessible. 1469 01:27:59,478 --> 01:28:01,514 The programmers learned to get very, very skilful at it. 1470 01:28:01,647 --> 01:28:04,350 But they didn't struggle too much to get up and running. 1471 01:28:04,483 --> 01:28:06,485 So, still, in those days, 1472 01:28:07,052 --> 01:28:12,091 you could spend 75% of making the game development time on making the game, 1473 01:28:12,224 --> 01:28:17,129 and 25% on doing the structure and stuff, the routines to make it work. 1474 01:28:17,263 --> 01:28:19,632 What the Amiga did is it inspired people 1475 01:28:19,732 --> 01:28:22,101 to explore the boundaries of what the machine could do. 1476 01:28:22,234 --> 01:28:24,870 There was so much hardware in there, compared to the other machines, 1477 01:28:24,970 --> 01:28:27,907 that you could play around with, and there was so much sneaky stuff you could do. 1478 01:28:28,040 --> 01:28:29,708 There was the Hold-And-Modify mode, 1479 01:28:29,842 --> 01:28:32,878 and there was the weird modes where it only had a 32-colour palette, 1480 01:28:32,978 --> 01:28:36,649 but you could get 32 more colours 1481 01:28:36,749 --> 01:28:38,551 that were basically half as bright versions of that. 1482 01:28:38,684 --> 01:28:40,486 And so, it does inspire people 1483 01:28:40,586 --> 01:28:44,490 to get into the idea that they're gonna have to explore the different corners of stuff. 1484 01:28:44,590 --> 01:28:51,063 In the beginning, if you wanted to put bitmapped graphics onto a screen, 1485 01:28:51,163 --> 01:28:53,065 you'd have to create them, 1486 01:28:53,165 --> 01:28:56,902 you'd have to use the computer, the computer's CPU, 1487 01:28:57,002 --> 01:29:00,105 to actually draw those pixels onto the screen. 1488 01:29:00,206 --> 01:29:01,473 And that would take time, 1489 01:29:01,574 --> 01:29:05,010 and while the computer was doing that, it couldn't be doing anything else. 1490 01:29:05,144 --> 01:29:08,614 And very often, in the early games, Jet Set Willy is a good example of that, 1491 01:29:08,747 --> 01:29:11,750 nearly all of the time that the computer was spending 1492 01:29:11,884 --> 01:29:14,486 was spent drawing pixels onto the screen, 1493 01:29:14,587 --> 01:29:17,389 and that left very little time for anything else. 1494 01:29:17,523 --> 01:29:19,425 What a blitter does, 1495 01:29:19,558 --> 01:29:22,928 is it says, "Hey, I'm really good at this. I'm really fast. 1496 01:29:23,028 --> 01:29:27,299 "I can take a bunch of pixels, which correspond to an image from one place, 1497 01:29:27,399 --> 01:29:30,336 "combine them in fancy ways with another bunch of pixels, 1498 01:29:30,436 --> 01:29:35,608 "like a mask or a stencil from another place, and put them onto the screen, 1499 01:29:35,741 --> 01:29:39,211 "in whatever way you want in any number of combinations, 1500 01:29:39,345 --> 01:29:40,613 "to form a final image, 1501 01:29:40,746 --> 01:29:44,416 "and I can do this 10 times faster, 20 times faster, 1502 01:29:44,550 --> 01:29:45,818 "than the processor can do it." 1503 01:29:45,951 --> 01:29:50,356 So what that meant was, the processor was free to do lots of other things, 1504 01:29:50,456 --> 01:29:52,658 like Al for example, like collisions, 1505 01:29:52,791 --> 01:29:58,130 and the blitter allowed you to create an immense amount of detail in the display 1506 01:29:58,230 --> 01:30:00,366 in a fraction of the time that it used to take. 1507 01:30:00,466 --> 01:30:04,003 And the Copper lists allowed us to change colours, 1508 01:30:04,136 --> 01:30:08,841 and shift things left and right slightly, and do all these crazy things. 1509 01:30:08,974 --> 01:30:11,977 And we built a lot of the games around these effects. 1510 01:30:12,077 --> 01:30:15,948 It's like, we could scroll things and move them 1511 01:30:16,048 --> 01:30:18,417 without even really having to put any effort in. 1512 01:30:18,550 --> 01:30:21,687 A lot of the hardware in there is very specifically aimed 1513 01:30:21,820 --> 01:30:26,592 at the kind of things that we as game designers and game producers require, 1514 01:30:26,692 --> 01:30:28,661 or certainly did back in the day. 1515 01:30:28,794 --> 01:30:32,564 To try and replicate the effects that you get in arcade machines of the day, 1516 01:30:32,665 --> 01:30:35,067 you needed very powerful hardware scrolling. 1517 01:30:35,200 --> 01:30:39,705 You needed sprite systems, ways of moving objects in front of other objects, 1518 01:30:39,838 --> 01:30:43,409 and obscuring backgrounds and restoring backgrounds quickly, easily, 1519 01:30:43,509 --> 01:30:46,645 and freeing up the processor to do the main game loop, as it were. 1520 01:30:46,779 --> 01:30:51,483 So there was a lot of hardware in there that you could see precious little use 1521 01:30:51,617 --> 01:30:54,420 for anything else other than games or graphics demos, to be honest. 1522 01:30:54,520 --> 01:30:56,388 So it was a dream machine, really, 1523 01:30:56,488 --> 01:30:59,491 because it really felt like it had been created specifically 1524 01:30:59,625 --> 01:31:04,229 to produce the kind of games that you saw in the arcades 1525 01:31:04,330 --> 01:31:06,098 and the kind of effects that you saw in the arcades. 1526 01:31:06,231 --> 01:31:09,835 I think the thing that impressed me the most about the Amiga, besides the graphics, 1527 01:31:09,935 --> 01:31:12,404 was there was an actual operating system on it. 1528 01:31:12,504 --> 01:31:14,606 Coming from the Commodore 64, 1529 01:31:14,707 --> 01:31:17,943 where you got a little prompt and you could type in some BASIC commands, 1530 01:31:18,077 --> 01:31:19,712 the Amiga had a real OS. 1531 01:31:19,845 --> 01:31:23,882 There were files, and you could do a shell and all that kind of stuff. 1532 01:31:24,016 --> 01:31:26,251 To me, that was very interesting about the Amiga. 1533 01:31:26,352 --> 01:31:28,687 I think the biggest thing of all 1534 01:31:28,821 --> 01:31:31,924 was that the Amiga had a mouse. 1535 01:31:32,858 --> 01:31:36,095 So as soon as a mouse came along, you had the freedom 1536 01:31:36,228 --> 01:31:41,233 to make the player be able to move wherever they wanted on screen immediately, 1537 01:31:41,333 --> 01:31:42,668 and that was a huge thing. 1538 01:31:42,768 --> 01:31:45,637 And that you had these two buttons, 1539 01:31:45,738 --> 01:31:48,874 fire, hold for scroll round. 1540 01:31:48,974 --> 01:31:52,478 And they had up, down, up, down, so that's four inputs, 1541 01:31:52,578 --> 01:31:55,481 where we were only used to one and the four directions. 1542 01:31:55,581 --> 01:31:57,449 That was incredibly important. 1543 01:31:57,549 --> 01:31:59,318 And it's even small things to do with the mouse. 1544 01:31:59,451 --> 01:32:03,255 I remember the PC version of Lemmings versus the Amiga one, 1545 01:32:03,355 --> 01:32:06,125 and for me, the Amiga one always played much, much, much better. 1546 01:32:06,258 --> 01:32:11,764 And the real reason for that was actually the Amiga had a hardware cursor. 1547 01:32:11,897 --> 01:32:17,269 So no matter what speed your game ran at, which was 30 frames per second, 1548 01:32:17,369 --> 01:32:19,972 the mouse moved at 60 frames per second. 1549 01:32:20,105 --> 01:32:21,740 And on the Amiga, that was really nice. 1550 01:32:21,874 --> 01:32:25,677 You felt like you had really fine control for when you were clicking as well. 1551 01:32:25,778 --> 01:32:28,580 Cos it could read the click 60 times a second. 1552 01:32:28,714 --> 01:32:32,117 The PC only had software mouse control. 1553 01:32:32,217 --> 01:32:34,987 So it was only moving the mouse at 30 frames per second 1554 01:32:35,120 --> 01:32:37,990 and could only register a click 30 frames per second as well. 1555 01:32:38,123 --> 01:32:40,426 For me, those two differences are really subtle, 1556 01:32:40,559 --> 01:32:44,530 but the fact that you could run the game at 30 frames per second but move your input at 60, 1557 01:32:44,630 --> 01:32:48,434 once again, just showed how advanced the Amiga was. 1558 01:32:48,567 --> 01:32:50,502 And just smart things about doing things like, 1559 01:32:50,602 --> 01:32:53,138 "We're gonna make it so we have a hardware mouse cursor"' 1560 01:32:53,572 --> 01:32:56,542 to me, it's the small things which just show the genius of the team. 1561 01:32:56,642 --> 01:32:59,745 There were suddenly all kinds of games that were made possible 1562 01:32:59,845 --> 01:33:04,149 by not being restricted by just the eight cardinal directions on a joystick. 1563 01:33:04,249 --> 01:33:06,852 The ability just to navigate a mouse around the screen 1564 01:33:06,985 --> 01:33:09,154 just opened up all kinds of new possibilities. 1565 01:33:25,637 --> 01:33:28,607 Up until that point, I think the transition from 8 to 16-bit 1566 01:33:28,740 --> 01:33:32,010 was the last generational leap that we saw 1567 01:33:32,144 --> 01:33:35,380 that really allowed new types of games to emerge. 1568 01:33:35,481 --> 01:33:38,217 Populous would not have been possible on the Commodore 64. 1569 01:33:38,350 --> 01:33:39,885 I don't think The Secret of Monkey Island 1570 01:33:39,985 --> 01:33:41,787 would've been possible on the Commodore 64. 1571 01:33:41,887 --> 01:33:45,691 It revolutionised the way that graphics looked in computer games 1572 01:33:45,824 --> 01:33:47,359 overnight, literally. 1573 01:33:47,459 --> 01:33:51,964 And it gave us so many options and so many new ways 1574 01:33:52,064 --> 01:33:56,702 to look at how you could realise a scene in a game. 1575 01:33:56,835 --> 01:33:59,972 It opened up all kinds of avenues 1576 01:34:00,072 --> 01:34:03,008 to cinematic storytelling and cutscenes 1577 01:34:03,108 --> 01:34:09,181 and all kinds of things that we could do in a game that you could never do before. 1578 01:34:09,281 --> 01:34:10,849 (Speaks French) 1579 01:34:10,983 --> 01:34:12,885 So it really paved the way 1580 01:34:13,018 --> 01:34:17,289 to enable beautiful graphics, and detailed animations. 1581 01:34:17,422 --> 01:34:19,591 And therefore... 1582 01:34:20,259 --> 01:34:23,228 We could now develop richer content, 1583 01:34:23,328 --> 01:34:26,431 games that were 1584 01:34:27,533 --> 01:34:31,069 more emotionally engaging 1585 01:34:31,203 --> 01:34:36,141 and deliver a more immersive experience. 1586 01:34:36,275 --> 01:34:39,444 (Malone) It pushed game development, 1587 01:34:39,545 --> 01:34:41,947 it gave it a rocket booster, 1588 01:34:42,080 --> 01:34:45,150 it gave a nitro booster, and pushed game development. 1589 01:34:45,284 --> 01:34:48,954 It accelerated ideas, people wanting to work on games, 1590 01:34:49,087 --> 01:34:50,622 what you could actually do. 1591 01:34:50,722 --> 01:34:52,357 You could actually do a lot more with a game. 1592 01:34:52,491 --> 01:34:55,827 It was such a leap in technology, 1593 01:34:55,928 --> 01:35:01,466 even today, I find anyone who slags off the Amiga needs their head testing. 1594 01:35:01,567 --> 01:35:05,270 Because it was such a great machine. It really was. 1595 01:35:18,517 --> 01:35:22,321 (Cuisset speaks French) The Amiga really was a remarkable computer 1596 01:35:22,454 --> 01:35:25,657 and when I started 1597 01:35:25,757 --> 01:35:29,328 I was fascinated by action games 1598 01:35:29,461 --> 01:35:32,097 as I was by adventure games. 1599 01:35:32,197 --> 01:35:36,068 And so, to be able to tap into 1600 01:35:36,168 --> 01:35:39,972 that kind of graphics power 1601 01:35:40,072 --> 01:35:43,308 in order to tell a story 1602 01:35:43,408 --> 01:35:46,912 was always an inspiration to me, 1603 01:35:47,012 --> 01:35:50,515 to push the limits and try new things. 1604 01:35:50,749 --> 01:35:54,219 (McLaughlin) It wasn't hardship. I did have a lot of passion for it, 1605 01:35:54,353 --> 01:35:57,356 but you weren't surviving on passion and coffee. 1606 01:35:57,489 --> 01:35:59,825 You could actually come in at the start of the day, 1607 01:35:59,958 --> 01:36:03,195 have some ideas in your head and you could realise it without being stressed. 1608 01:36:03,328 --> 01:36:04,963 And that frees up... 1609 01:36:06,098 --> 01:36:09,234 Or that sort of freedom, rather, enables you to be more creative, 1610 01:36:09,368 --> 01:36:13,972 and to push beyond just fighting against tools and fighting against hardware. 1611 01:36:14,106 --> 01:36:16,575 You can get to where you expected to be pretty quickly, 1612 01:36:16,708 --> 01:36:18,310 and then you can go beyond that. 1613 01:36:18,410 --> 01:36:22,614 On an Amiga, you had your mouse, keyboard, you'd be drawing, fantastic. 1614 01:36:22,748 --> 01:36:27,452 So you've got this bigger resolution, more colours and a palette. 1615 01:36:27,586 --> 01:36:30,722 On the 64, you had 16 colours, that was it. 1616 01:36:30,822 --> 01:36:33,625 On an Amiga, 4,096 colours. 1617 01:36:33,759 --> 01:36:36,862 Fantastic! "What colours do I need? I'm spoilt for choice." 1618 01:36:36,995 --> 01:36:40,232 (Hawkins) I wanted to make as many games for the Amiga as possible. 1619 01:36:40,766 --> 01:36:43,869 And of course, we had a lot of our own ideas for games. 1620 01:36:44,002 --> 01:36:46,938 We even went back to our development tools, 1621 01:36:47,406 --> 01:36:51,043 and our development tools were, at that time, PC-based. 1622 01:36:51,176 --> 01:36:56,481 And we had a really nice Paintbox program that our developers used on the PC 1623 01:36:56,615 --> 01:36:59,618 to do the graphic art that went into the games. 1624 01:36:59,751 --> 01:37:02,821 And Tim Mott, who's a really brilliant guy 1625 01:37:02,954 --> 01:37:06,558 that ran the technology side of Electronic Arts for nine years, 1626 01:37:06,658 --> 01:37:12,064 it was his idea that we take that Paintbox product and turn it into a consumer product, 1627 01:37:12,197 --> 01:37:18,036 Deluxe Paint, which was easily the most popular painting app 1628 01:37:18,170 --> 01:37:21,173 in the mid-1980s on any machine. 1629 01:37:21,273 --> 01:37:22,808 And it was very commercially successful 1630 01:37:22,908 --> 01:37:24,676 because it was just so much fun to screw around with it, 1631 01:37:24,810 --> 01:37:28,180 even if you weren't an artist or had no professional reason to be using it. 1632 01:37:28,780 --> 01:37:33,318 Deluxe Paint came out for the Amiga and it absolutely changed our industry. 1633 01:37:33,452 --> 01:37:35,087 We'd never seen anything like it. 1634 01:37:35,220 --> 01:37:39,991 The idea that you could grab an area of the screen and pick it up and use it as a brush 1635 01:37:40,092 --> 01:37:41,893 was, frankly, astounding. 1636 01:37:42,027 --> 01:37:45,030 Nothing close to that, technically, had ever been achieved. 1637 01:37:45,130 --> 01:37:48,100 You were watching it, not actually believing your eyes 1638 01:37:48,233 --> 01:37:51,103 that you were able to paint with a real bitmap. 1639 01:37:51,236 --> 01:37:52,671 It was just stunning. 1640 01:37:52,804 --> 01:37:56,041 It knew that I wanted to be able to select things, cut and paste things, 1641 01:37:56,141 --> 01:37:58,844 move them around, change colours once I put them down. 1642 01:37:58,944 --> 01:38:01,646 DPaint and the Amiga was a real change. 1643 01:38:01,747 --> 01:38:05,550 I'm using this magical device called a mouse. Brilliant. 1644 01:38:05,684 --> 01:38:07,052 You'd move it around the screen and it was great. 1645 01:38:07,152 --> 01:38:08,720 You'd just click and put your colour down. 1646 01:38:08,854 --> 01:38:14,126 Yeah, so first thing I did at Bitmaps was Amiga, DPaint, Speedball 2. 1647 01:38:14,259 --> 01:38:16,895 Deluxe Paint came out about halfway through my development time 1648 01:38:17,028 --> 01:38:18,430 on Defender of the Crown, 1649 01:38:18,530 --> 01:38:22,534 and it was a tremendous boon being able to do things with brushes, 1650 01:38:22,667 --> 01:38:24,736 with sweeping brushes and things like that, 1651 01:38:24,870 --> 01:38:28,440 that you couldn't do with Graphicraft or Aegis Images. 1652 01:38:28,907 --> 01:38:34,312 You could do arcs and circles and all kinds of interesting things. 1653 01:38:34,446 --> 01:38:38,350 You could tint, all kinds of effects that you couldn't do before. 1654 01:38:38,483 --> 01:38:42,954 So that really speeded things up during the development 1655 01:38:43,088 --> 01:38:44,523 and made things a lot easier. 1656 01:38:44,656 --> 01:38:46,057 One of the great things about Deluxe Paint was, 1657 01:38:46,158 --> 01:38:48,760 it was one of the first-ever packages that had built-in animation. 1658 01:38:48,894 --> 01:38:52,397 You could set on just a few frames, 1659 01:38:52,531 --> 01:38:54,866 make this little character animate, 1660 01:38:54,966 --> 01:38:58,603 pick it up as a brush and then just play the animation and play the brush. 1661 01:38:58,737 --> 01:39:01,006 So that it just put down reams of these sprites. 1662 01:39:01,139 --> 01:39:04,543 And then, cos I was bored, I drew a gun at the other end shooting them. 1663 01:39:04,676 --> 01:39:07,813 And that's where you start going, "Well, that's funny, there's a game in that." 1664 01:39:07,946 --> 01:39:10,081 They give you DPaint, you can export files, 1665 01:39:10,182 --> 01:39:12,984 you can incorporate those into programs you're coding. 1666 01:39:13,118 --> 01:39:16,188 And it accelerates the rate of development and productivity 1667 01:39:16,321 --> 01:39:19,024 of people who want to get into the machine to use it for something. 1668 01:39:19,157 --> 01:39:24,896 It allowed me, who couldn't draw to save his life, 1669 01:39:24,996 --> 01:39:27,833 allowed me to do things on the screen, 1670 01:39:27,966 --> 01:39:31,603 and do them immediately, and see the results immediately. 1671 01:39:31,736 --> 01:39:33,972 What Deluxe Paint allowed 1672 01:39:34,105 --> 01:39:37,976 was non-experts, non-computer-experts, 1673 01:39:38,109 --> 01:39:41,580 people whose primary focus was art and not technology, 1674 01:39:41,713 --> 01:39:44,216 to enter the domain of video games creation. 1675 01:39:44,349 --> 01:39:45,951 It was a huge jump 1676 01:39:46,051 --> 01:39:49,421 moving from graphics on the Commodore 64 to graphics on the Amiga. 1677 01:39:49,554 --> 01:39:54,926 It was like we'd missed out one generation and jumped to the next generation. 1678 01:39:55,026 --> 01:39:56,928 And it was fantastic. 1679 01:39:57,028 --> 01:39:59,264 It was a very powerful piece of software, 1680 01:39:59,397 --> 01:40:02,801 and a lot of the effects you see in modern-day software, Photoshop and so on, 1681 01:40:02,934 --> 01:40:07,272 some of those effects appeared first on Deluxe Paint. 1682 01:40:07,405 --> 01:40:11,176 So that just became the ubiquitous piece of software 1683 01:40:11,276 --> 01:40:13,745 that we all used for creating our sprites. 1684 01:40:13,912 --> 01:40:15,580 I loved the graphics of the Amiga 1685 01:40:15,680 --> 01:40:18,283 for the games, for everything, for the graphical tools, 1686 01:40:18,416 --> 01:40:23,588 but I got very caught up in the sound. I absolutely loved the sound. 1687 01:40:23,688 --> 01:40:26,825 (Deeply resonating soundtrack) 1688 01:40:33,832 --> 01:40:35,834 (Beeping) 1689 01:40:40,605 --> 01:40:43,475 (Chahi speaks French) You had tools to manipulate sounds, 1690 01:40:43,608 --> 01:40:45,977 to import and export sounds, 1691 01:40:46,077 --> 01:40:50,582 to assemble them, code them, add reverb, things like that. 1692 01:40:50,682 --> 01:40:55,720 The Amiga was kind of like a studio. 1693 01:40:55,854 --> 01:40:58,223 At the most basic level, you had sampling. 1694 01:40:58,323 --> 01:41:02,227 Before that, it had all been synthesis, albeit quite good synthesis, 1695 01:41:02,327 --> 01:41:04,029 on, say, the Commodore 64. 1696 01:41:04,129 --> 01:41:05,230 So, the Amiga was sampling. 1697 01:41:05,330 --> 01:41:10,835 And the Amiga had four sampling voices, with 8-bit resolution, 1698 01:41:10,936 --> 01:41:13,104 and a lot more memory, obviously. 1699 01:41:13,238 --> 01:41:16,841 So it opened up a new whole way of creative freedom. 1700 01:41:16,942 --> 01:41:20,045 The only other alternative to audio engineer on the Amiga 1701 01:41:20,145 --> 01:41:24,616 would be something like the Akai S900 or S950 samplers, 1702 01:41:24,716 --> 01:41:26,351 or, of course, you had the Fairlight. 1703 01:41:26,484 --> 01:41:29,487 Both of them cost thousands of pounds at the time. 1704 01:41:29,621 --> 01:41:33,291 So, to buy an Amiga, you were not only saving a lot of money, 1705 01:41:33,425 --> 01:41:38,330 it was enabling you to do things you couldn't otherwise even dream of. 1706 01:41:38,463 --> 01:41:43,335 It was really bringing professional sampling technology into the hands of everyday users. 1707 01:41:49,341 --> 01:41:52,978 Whenever I bought a new CD, I would always sample it from beginning to end. 1708 01:41:53,111 --> 01:41:55,580 Whenever there was one instrument exposed... 1709 01:41:55,714 --> 01:41:59,751 "The snare drum right there is exposed. Oh, shit, let's sample it." 1710 01:41:59,884 --> 01:42:04,522 So I would use AudioMaster to sample it, and then I would put it in Soundtracker. 1711 01:42:04,656 --> 01:42:07,058 And I would be able to use that snare drum. 1712 01:42:07,158 --> 01:42:10,195 Just like DJs use samplers and all this kind of stuff. 1713 01:42:24,075 --> 01:42:26,611 We would put drums in one of the channels, 1714 01:42:26,745 --> 01:42:29,948 the bass in another channel, the melody in the third channel, 1715 01:42:30,081 --> 01:42:35,353 and even then, you'd have a fourth channel for sprinkles to enrich your arrangements. 1716 01:42:41,493 --> 01:42:44,429 You could not only sample drum sounds 1717 01:42:44,562 --> 01:42:47,632 and, essentially, any instrument that you can think of, 1718 01:42:48,099 --> 01:42:49,901 but you could also sample chords. 1719 01:42:50,368 --> 01:42:54,906 So you could enhance the four channels into more, because you would just... 1720 01:42:55,006 --> 01:42:59,310 Major chord, minor chord, and then play that over different keys, 1721 01:42:59,411 --> 01:43:04,516 and you already have something with one voice that sounds a lot bigger. 1722 01:43:13,625 --> 01:43:16,728 The Amiga sound chip was solely sample-based. 1723 01:43:16,828 --> 01:43:21,066 However, you can also sample small waveforms. 1724 01:43:21,199 --> 01:43:24,636 So, for instance, composers like David Whittaker would do this a lot. 1725 01:43:24,769 --> 01:43:29,174 They would sample a series of square waveforms with different widths to them 1726 01:43:29,274 --> 01:43:30,575 and then sequence them together. 1727 01:43:30,675 --> 01:43:33,611 And they could create quite rich synthesised sounds like that. 1728 01:43:44,489 --> 01:43:48,259 What it facilitated was not just people like Rob Hubbard, 1729 01:43:48,393 --> 01:43:50,662 who was a musician first and a programmer second, 1730 01:43:50,795 --> 01:43:52,230 and not just people like me, 1731 01:43:52,363 --> 01:43:54,766 who is a programmer first and a musician second. 1732 01:43:54,866 --> 01:43:56,801 But it allowed people who weren't programmers at all, 1733 01:43:56,901 --> 01:43:58,670 had no programming ability, 1734 01:43:58,803 --> 01:44:03,374 to use an application like a tracker to create amazing original works. 1735 01:44:03,475 --> 01:44:06,077 (Lynne) Soundtracker and ProTracker and NoiseTracker, 1736 01:44:06,211 --> 01:44:07,912 that series of programs, came out. 1737 01:44:08,046 --> 01:44:11,449 It enabled people who weren't really educated musicians, 1738 01:44:11,583 --> 01:44:13,985 they couldn't read notes, couldn't read sheet music, 1739 01:44:14,085 --> 01:44:15,920 enabled them to write music. 1740 01:44:16,054 --> 01:44:18,990 Because all they had to do was put the notes in patterns, 1741 01:44:19,090 --> 01:44:22,827 which they could understand so much easier than sheet music. 1742 01:44:22,927 --> 01:44:26,931 So it lowered the threshold for new people to come in and create music. 1743 01:44:27,065 --> 01:44:29,701 (Gustafsson) The Soundtracker program from Karsten Obarski 1744 01:44:29,834 --> 01:44:32,137 was a revolutionary program for me. 1745 01:44:32,270 --> 01:44:35,073 You could actually control the sound channels proper. 1746 01:44:35,206 --> 01:44:40,845 And do some tricks and hacks just to make it sound bigger than it actually was. 1747 01:44:41,946 --> 01:44:45,650 Because you had frame-by-frame control of the sounds, 1748 01:44:45,750 --> 01:44:48,620 which was pretty cool in those days. 1749 01:44:52,056 --> 01:44:56,127 With Rocket Ranger, the fist fight against the Nazi guard was not a lot of fun. 1750 01:44:56,261 --> 01:45:00,064 But we had a sound guy, and he stayed up late one night 1751 01:45:00,165 --> 01:45:03,635 and recorded sounds from an old John Wayne movie, 1752 01:45:03,735 --> 01:45:05,470 digitised them and put them into the game. 1753 01:45:05,570 --> 01:45:08,072 And all of a sudden, you'd hit that Nazi guard 1754 01:45:08,173 --> 01:45:11,309 and you would hear something that sounded like a John Wayne movie. 1755 01:45:11,442 --> 01:45:12,844 And it felt like you were in the movie. 1756 01:45:12,944 --> 01:45:17,048 The sound effect made that whole sequence so much more fun to play. 1757 01:45:17,148 --> 01:45:19,150 (Punching sound effect) 1758 01:45:21,653 --> 01:45:25,323 I think this was probably one of the key moments 1759 01:45:25,456 --> 01:45:30,395 when the music started to really lean in as a part of the valuable content. 1760 01:45:30,528 --> 01:45:33,898 Now, music in previous games, I'm not, by any means, saying wasn't good. 1761 01:45:33,998 --> 01:45:36,801 I used to love a lot of Commodore 64 music. 1762 01:45:36,935 --> 01:45:40,872 But what I'm saying is, on the hardware level, it just became a point where, 1763 01:45:40,972 --> 01:45:44,576 "Wow, we've got to really put a lot of attention on the music as well." 1764 01:45:44,709 --> 01:45:48,880 I remember Starglider. ♪ Starglider! ♪ Yeah, we're singing now, aren't we? 1765 01:45:48,980 --> 01:45:52,917 ♪ Starglider... 1766 01:45:54,686 --> 01:45:57,021 I remember Starglider having that sample, 1767 01:45:57,155 --> 01:46:00,491 which actually used a huge amount of memory, but just for that one thing. 1768 01:46:00,592 --> 01:46:02,961 But it was very cool, very impactful at the time. 1769 01:46:03,094 --> 01:46:05,797 ♪ By Rainbird... 1770 01:46:05,930 --> 01:46:09,968 Here's just another example of the extra memory and the faster processing power 1771 01:46:10,101 --> 01:46:14,405 just allows you to make quite a leap up in the quality of what you're doing. 1772 01:46:14,539 --> 01:46:19,978 (Lynne) It was amazing. To us, it sounded full, powerful, varied. 1773 01:46:20,111 --> 01:46:22,380 You could do all sorts of sounds. 1774 01:46:22,513 --> 01:46:25,817 From the techno music, blippity-blop stuff, 1775 01:46:25,950 --> 01:46:29,354 to full arrangements, sampled guitars, everything. 1776 01:46:29,454 --> 01:46:30,755 It was amazing. 1777 01:46:30,855 --> 01:46:35,393 And so, it was an introduction into the world of sampling. 1778 01:46:35,526 --> 01:46:40,231 And I think that's really something that Amiga can take a lot of credit for. 1779 01:46:40,365 --> 01:46:45,570 The sampling phenomenon really, for me at least, started with the Amiga. 1780 01:46:45,670 --> 01:46:50,241 For me, it was the dream of realising my music 1781 01:46:50,375 --> 01:46:53,177 in the way I had it in my head. 1782 01:46:53,745 --> 01:46:57,215 That was possible finally with the Commodore Amiga. 1783 01:47:12,997 --> 01:47:17,302 One of the interesting developments from launching the Amiga 1784 01:47:17,435 --> 01:47:22,073 and all the marketing activities that we did was the growth in the pirate market. 1785 01:47:22,206 --> 01:47:24,242 Well, piracy, of course, was a major problem, 1786 01:47:24,375 --> 01:47:26,644 and it's what drove me out of the Commodore 64 market 1787 01:47:26,778 --> 01:47:29,247 and into the Amiga initially. 1788 01:47:29,380 --> 01:47:32,250 And then it became very widespread on the Amiga. 1789 01:47:32,383 --> 01:47:38,589 In Germany, software piracy, was rampant, absolutely rampant. 1790 01:47:38,690 --> 01:47:41,259 And I don't know why, but it's quite the phenomenon 1791 01:47:41,392 --> 01:47:47,065 that Germans and, I believe, Scandinavians tend to not want to buy software. 1792 01:47:47,498 --> 01:47:49,801 And I never understood why. 1793 01:47:49,901 --> 01:47:54,706 So that means I got into pirated games pretty big time. 1794 01:47:54,839 --> 01:47:59,610 The people who were a bit more clever, not only pirated games, 1795 01:47:59,711 --> 01:48:04,482 but they also programmed delicious graphical and sound intros. 1796 01:48:04,615 --> 01:48:09,087 The cracktros, originally, were this rebellious way of proving 1797 01:48:09,220 --> 01:48:10,488 how good you were at programming 1798 01:48:10,621 --> 01:48:13,024 and how good you were at making cool effects. 1799 01:48:13,124 --> 01:48:17,261 Which you then put right in front of your newest pirated game. 1800 01:48:18,262 --> 01:48:21,332 So, that's how pretty much everybody in Europe started out. 1801 01:48:24,669 --> 01:48:27,972 (Computer voice) 'This is going to be a very, very big hit.' 1802 01:48:28,106 --> 01:48:30,742 I think they did it mostly just because they could, 1803 01:48:30,875 --> 01:48:33,945 as a challenge to themselves and to the other hackers that, 1804 01:48:34,078 --> 01:48:35,913 "Who can do this first? And who can do it right?" 1805 01:48:36,047 --> 01:48:38,950 They used the Amiga a lot more 1806 01:48:39,083 --> 01:48:43,121 and much more interestingly than the games that then followed 1807 01:48:43,254 --> 01:48:46,991 after you clicked the left mouse button and the actual game loaded. 1808 01:48:47,125 --> 01:48:51,362 And eventually it developed into this competitive, creative demo scene, 1809 01:48:51,496 --> 01:48:54,298 where people were actually just saying "Screw the games. 1810 01:48:54,399 --> 01:48:57,101 "We just want to make cool effects and cool visuals." 1811 01:48:57,201 --> 01:48:59,937 (♪ A-HA: "Take Me On") 1812 01:49:31,436 --> 01:49:33,371 ♪ Talking away 1813 01:49:34,238 --> 01:49:36,607 ♪ I don't know what I'm to say 1814 01:49:36,741 --> 01:49:39,577 ♪ I'll say it anyway 1815 01:49:39,710 --> 01:49:42,980 ♪ Today's another day to find you 1816 01:49:43,114 --> 01:49:45,783 ♪ Shying away 1817 01:49:45,917 --> 01:49:48,419 ♪ I'll be coming for your love, OK? 1818 01:49:48,553 --> 01:49:52,623 ♪ Take on me 1819 01:49:52,757 --> 01:49:54,125 ♪ Take on me 1820 01:49:54,225 --> 01:49:58,362 ♪ Take me on 1821 01:49:58,463 --> 01:49:59,664 ♪ Take on me 1822 01:49:59,797 --> 01:50:04,035 ♪ I'll be gone 1823 01:50:04,168 --> 01:50:06,871 ♪ In a day or two ♪ 1824 01:50:07,004 --> 01:50:09,774 They just did amazing things with the technology. 1825 01:50:09,874 --> 01:50:11,275 Some of the demos, 1826 01:50:11,409 --> 01:50:15,646 where you'd have spinning 3D objects and incredible artwork in them, 1827 01:50:15,780 --> 01:50:19,550 is just an excellent creation that these programmers were making. 1828 01:50:22,787 --> 01:50:27,892 The roots of the demo scene was in hundreds of thousands of bedrooms 1829 01:50:28,025 --> 01:50:31,629 and the guys sitting on their computers, making stuff. 1830 01:50:31,762 --> 01:50:34,432 And it was a wonderful thing unlike the later video games consoles 1831 01:50:34,565 --> 01:50:37,068 that you could program them yourself at home. 1832 01:50:37,201 --> 01:50:38,903 So it really encouraged creativity. 1833 01:50:39,036 --> 01:50:40,805 Now, whether you were inspired 1834 01:50:40,905 --> 01:50:44,208 to try and make a demo that was a bit like another demo you'd seen, 1835 01:50:44,308 --> 01:50:46,611 or make a game that was a bit like a game you'd seen, 1836 01:50:46,711 --> 01:50:48,312 it didn't really make a lot of difference. 1837 01:50:48,446 --> 01:50:51,449 It was the fact that it was possible for you to do it yourself 1838 01:50:51,582 --> 01:50:53,818 and you had this source of inspiration all around. 1839 01:50:53,918 --> 01:50:56,721 These guys out in Finland and Norway and these guys in Scandinavia 1840 01:50:56,854 --> 01:51:00,491 were doing these insane demos that I think were really, really pushing the envelope 1841 01:51:00,625 --> 01:51:02,627 of what the Amiga was capable of. 1842 01:51:02,727 --> 01:51:06,497 I quite often saw the Fred Fish disks. 1843 01:51:06,631 --> 01:51:11,002 They weren't so much demos, they were more utilities and tools and all the rest of it, 1844 01:51:11,102 --> 01:51:13,404 which he used to build things and they were great. 1845 01:51:13,504 --> 01:51:17,008 They were fantastic for learning more about the Amiga and coding 1846 01:51:17,108 --> 01:51:18,876 and other things that you could do 1847 01:51:19,010 --> 01:51:22,680 and other aspects to the actual computer itself. 1848 01:51:22,813 --> 01:51:27,752 Whereas, I think in Europe there was more of a clamour for the demos and the graphics 1849 01:51:27,885 --> 01:51:30,021 and the audio, really, and the entertainment side of it. 1850 01:51:30,454 --> 01:51:33,090 We had public domain software. 1851 01:51:33,224 --> 01:51:34,625 That was just distributed by disk. 1852 01:51:34,725 --> 01:51:37,528 We didn't have the World Wide Web. We didn't have any of that sort of thing. 1853 01:51:37,662 --> 01:51:42,066 So, it was literally people just buying it via mail order and getting them home. 1854 01:51:42,166 --> 01:51:46,103 The first time you ever see a picture that you've done and submitted it, 1855 01:51:46,237 --> 01:51:48,573 and seeing it in a gallery, in a magazine, 1856 01:51:48,706 --> 01:51:51,509 that was just my proudest day. 1857 01:51:51,642 --> 01:51:54,745 So I just kept on doing it. I couldn't get it out there enough. 1858 01:51:55,746 --> 01:52:00,151 I guess that just got noticed and started getting people asking 1859 01:52:00,284 --> 01:52:03,354 if I could do pictures for their whatever. 1860 01:52:03,487 --> 01:52:06,524 And, in all frankness, I didn't even know what the demo scene was back then. 1861 01:52:06,657 --> 01:52:09,060 The demo scene was a place to be creative. 1862 01:52:09,160 --> 01:52:11,262 There was just that. 1863 01:52:11,362 --> 01:52:13,497 Creativity, that's what it was all about. 1864 01:52:13,598 --> 01:52:16,300 There's was no, "But we have to finish this game"' 1865 01:52:16,400 --> 01:52:20,738 or, "This music has to fit this scene in a movie"' 1866 01:52:20,871 --> 01:52:23,507 or, "It has to fit that scene in a TV show"' 1867 01:52:23,608 --> 01:52:25,810 or, "It has to fit this scene in a game." 1868 01:52:25,943 --> 01:52:27,712 It was whatever we wanted it to be. 1869 01:52:27,812 --> 01:52:32,283 The first demo, I was very much just proving myself as a programmer 1870 01:52:32,383 --> 01:52:37,088 and trying to make a first demo that was really well constructed. 1871 01:52:37,188 --> 01:52:40,891 I suppose one way to look at it is it's much like graffiti art, quality graffiti art. 1872 01:52:40,992 --> 01:52:43,394 That, to me, is what it is for the games industry. 1873 01:52:43,527 --> 01:52:46,631 That is like the graffiti artists, but they're using demos. 1874 01:52:46,764 --> 01:52:48,366 It was absolutely stunning. 1875 01:52:48,499 --> 01:52:50,735 It was breathtaking, some of the stuff they would come out with. 1876 01:52:50,835 --> 01:52:54,972 And yet, a lot of them weren't that bothered about being commercially successful. 1877 01:52:55,106 --> 01:52:57,541 They wouldn't want to turn it into a game. 1878 01:52:58,109 --> 01:53:02,413 They just wanted to be known by a funny name with an avatar or something 1879 01:53:02,546 --> 01:53:04,749 and be famous for doing that demo. 1880 01:53:04,849 --> 01:53:06,817 We called ourselves IFF, 1881 01:53:06,951 --> 01:53:11,322 which was supposed to be short for International Fart Federation. 1882 01:53:11,422 --> 01:53:14,625 We dropped that name after maybe half a year 1883 01:53:14,759 --> 01:53:18,529 and decided to call us Crusaders instead, after a bit of a vote. 1884 01:53:18,629 --> 01:53:22,433 One of the big things about the demo scene versus games is that 1885 01:53:22,566 --> 01:53:27,371 creating a demo certainly didn't have the complexities and difficulties 1886 01:53:27,471 --> 01:53:30,875 of actually building a game that had to stand there and not crash and anything else. 1887 01:53:31,375 --> 01:53:33,210 Most demos don't have Al, 1888 01:53:33,344 --> 01:53:36,614 they don't have considerations about frameworks for the player 1889 01:53:36,747 --> 01:53:38,149 and everything else. 1890 01:53:38,249 --> 01:53:41,886 So, it's a completely different thing that you're building when you're building a demo 1891 01:53:42,019 --> 01:53:43,988 and you're building a game. 1892 01:53:44,088 --> 01:53:46,057 And you have the luxury of irresponsibility. 1893 01:53:46,190 --> 01:53:48,259 They were all great sales pieces for the Amiga. 1894 01:53:48,392 --> 01:53:51,429 If you had friends come over, they wanted to see your Amiga, 1895 01:53:51,562 --> 01:53:52,963 you'd often not show them the games, 1896 01:53:53,064 --> 01:53:54,899 or not as much as you would show them the demos. 1897 01:53:55,032 --> 01:53:57,435 Because they are of course completely unencumbered by having to build 1898 01:53:57,568 --> 01:53:59,970 any kind of game or gameplay, 1899 01:54:00,071 --> 01:54:05,409 they could just go crazy with ray tracing graphics and raster-based graphics 1900 01:54:05,509 --> 01:54:06,877 they were able to create. 1901 01:54:07,011 --> 01:54:11,515 I remember the famous scrolling messages that were constant shout-outs 1902 01:54:11,649 --> 01:54:15,186 to various other cracking crews around Scandinavia and Europe. 1903 01:54:15,286 --> 01:54:17,688 It was, "Hey, we send our regards 1904 01:54:17,822 --> 01:54:21,726 "to these guys, these crews, or these groups that we like." 1905 01:54:22,226 --> 01:54:24,228 Because we exchange stuff with them or get demos with them. 1906 01:54:24,328 --> 01:54:28,699 And we sent hate to these guys, which made no sense at the time, really, 1907 01:54:28,833 --> 01:54:30,234 or now, when you look at it. 1908 01:54:30,334 --> 01:54:36,507 People would poke fun at each other, but it was never anything serious. 1909 01:54:36,640 --> 01:54:42,613 It was all done in the spirit of the demo scene, is how I like to put it. 1910 01:54:42,713 --> 01:54:46,884 The first demo I remember, no surprise, is the Sodan demo, 1911 01:54:47,017 --> 01:54:51,822 which kind of showed a lot of Amiga features like dual-playfield 1912 01:54:51,922 --> 01:54:55,826 and everything that was going on in that demo and drawing lines, 3D graphics, 1913 01:54:55,926 --> 01:54:57,895 and it kind of blew me away that they could do it, 1914 01:54:58,028 --> 01:55:00,164 because I hadn't got that far at that point, 1915 01:55:00,297 --> 01:55:03,634 and it just got me even more interested and wanted to learn more 1916 01:55:03,734 --> 01:55:07,037 about the Amiga chipset, so I could do those things as well. 1917 01:55:07,138 --> 01:55:12,276 Kefrens and the Rebels made some demos that inspired me. 1918 01:55:12,743 --> 01:55:16,514 Later on it would be Scoopex and it would be Red Sector 1919 01:55:16,647 --> 01:55:20,184 and also, especially, Phenomena from Sweden. 1920 01:55:20,718 --> 01:55:25,322 They had some amazing programmers and especially musicians. 1921 01:55:25,456 --> 01:55:30,995 The guys from Crionics, working with The Silents, Denmark, 1922 01:55:31,128 --> 01:55:35,366 on Hardwired, which was also one of those demos that once it got put up 1923 01:55:35,499 --> 01:55:39,737 kind of moved the bar to a whole different level 1924 01:55:39,870 --> 01:55:43,808 for what people now expected a demo to be. 1925 01:55:43,941 --> 01:55:48,712 The Budbrain Megademos, they were great because they were very funny. 1926 01:55:48,813 --> 01:55:51,549 And there was a little bit of a story to it as well. 1927 01:56:01,492 --> 01:56:02,760 Yo, check this out! 1928 01:56:02,893 --> 01:56:04,895 (Mimics breakbeats) 1929 01:56:11,168 --> 01:56:15,039 You know, my favourite demo of all time is Mental Hangover by Scoopex. 1930 01:56:17,308 --> 01:56:21,645 You know, it was talking all about drinking and being hungover, 1931 01:56:21,779 --> 01:56:24,415 and it had so much attitude, you know? 1932 01:56:24,548 --> 01:56:28,419 We were kids, and we expressed what we felt. 1933 01:56:28,552 --> 01:56:30,521 And that's what we were feeling at the time. 1934 01:56:30,621 --> 01:56:32,790 We weren't feeling, "Let's go make some money." 1935 01:56:32,923 --> 01:56:38,462 It was more about party or trying to out-program each other. 1936 01:56:38,596 --> 01:56:43,734 The demos gave me freedom to actually explore any side of myself, in composing. 1937 01:56:43,834 --> 01:56:47,805 Because you didn't have any strict guidelines to hold onto. 1938 01:56:47,938 --> 01:56:52,476 It was actually a great time to learn, you know, and explore yourself. 1939 01:56:58,048 --> 01:57:02,653 I was really excited about doing music that somebody wanted to use for something. 1940 01:57:02,786 --> 01:57:06,790 One this is to make a cool-sounding music track, 1941 01:57:06,891 --> 01:57:11,095 but then to have that music track put to some visual effects, 1942 01:57:11,228 --> 01:57:13,497 it makes the music sound a lot cooler as well. 1943 01:57:13,998 --> 01:57:18,035 And it makes the visual effects look better when you add some cool music to go with it. 1944 01:57:18,168 --> 01:57:20,871 So it's like they enrich each other. 1945 01:57:26,043 --> 01:57:28,779 You could say that there is a music style 1946 01:57:28,879 --> 01:57:31,482 that kind of is a demo-scene music style. 1947 01:57:31,615 --> 01:57:34,418 I have not really explored that scene much. 1948 01:57:34,518 --> 01:57:39,590 I was more interested in trying to see how far I could push music 1949 01:57:39,690 --> 01:57:42,393 and mood, and to what extremes I could push it. 1950 01:57:42,493 --> 01:57:46,664 And I think that's what I take out and take with me to this day, 1951 01:57:46,797 --> 01:57:50,501 it's that sense of wanting to always 1952 01:57:50,634 --> 01:57:54,305 try to create something you haven't necessarily heard or try to innovate. 1953 01:57:54,438 --> 01:57:56,507 And do it as best I can. 1954 01:57:58,108 --> 01:57:59,810 'Take four red capsules. 1955 01:57:59,910 --> 01:58:01,845 'In 10 minutes, take two more.' 1956 01:58:03,347 --> 01:58:06,850 The next step for me was something called the demo party. 1957 01:58:07,318 --> 01:58:10,087 It was also called the copy party, 1958 01:58:10,220 --> 01:58:13,257 because people went there to share demos and share stuff that they had, 1959 01:58:13,357 --> 01:58:17,528 and also, let's be honest, they went to copy games. 1960 01:58:17,661 --> 01:58:20,864 You basically rented a classroom or two in schools, 1961 01:58:20,965 --> 01:58:24,301 and it evolved from there, really, it got bigger and bigger, obviously. 1962 01:58:24,735 --> 01:58:27,938 But at that time, that was it, and it was just Commodore Amigas everywhere. 1963 01:58:28,072 --> 01:58:33,877 The smell, the pungent smell, almost like a mist in there. 1964 01:58:33,978 --> 01:58:39,683 It was like sweat and agony, and it's just rows of computers everywhere. 1965 01:58:39,783 --> 01:58:44,688 We'd bring our sleeping bags and stay over maybe something like Saturday to Sunday. 1966 01:58:44,788 --> 01:58:46,557 There would be hundreds of people there. 1967 01:58:46,690 --> 01:58:49,960 All swapping disks, copying each other's stuff. 1968 01:58:50,094 --> 01:58:54,264 This was a way for people that had been sending disks 1969 01:58:54,365 --> 01:58:57,167 and stuff like that to actually meet in person. 1970 01:58:57,301 --> 01:59:00,137 And hang out, create stuff together. 1971 01:59:00,270 --> 01:59:03,507 I remember the very first demo party that we went to. 1972 01:59:03,607 --> 01:59:05,175 We called it a copy party at the time. 1973 01:59:05,309 --> 01:59:09,947 There were, I don't know, 300, 400, 500 youths in a school. 1974 01:59:10,981 --> 01:59:14,551 And the police showed up and there was total panic, 1975 01:59:14,685 --> 01:59:16,220 there were people jumping out windows. 1976 01:59:16,720 --> 01:59:18,155 Throwing disks out windows. 1977 01:59:18,789 --> 01:59:21,158 Crushing floppy disks with their feet. 1978 01:59:21,291 --> 01:59:23,827 Trying to destroy evidence of copying and stuff. 1979 01:59:23,961 --> 01:59:28,165 We were at one of my parties. Suddenly the cops... Two cops show up. 1980 01:59:28,799 --> 01:59:33,203 And they say, "We hear you guys have cracked games here and stuff." 1981 01:59:33,337 --> 01:59:35,806 And you know, the latest games and stuff like that. 1982 01:59:35,939 --> 01:59:38,008 We're like, "It might be possible." 1983 01:59:38,542 --> 01:59:41,111 They said, "So if I give you five disks, 1984 01:59:41,211 --> 01:59:44,181 "can you put some of the latest games on there for me?" 1985 01:59:44,314 --> 01:59:46,784 I go, "I don't know, sure." 1986 01:59:46,917 --> 01:59:52,056 So the cop hands me a pack of disks and says, "I'll be back in two hours. 1987 01:59:52,189 --> 01:59:55,159 "I'd be grateful if you had some of the latest games for my son on them." 1988 01:59:55,259 --> 01:59:58,162 Police still came and closed down a lot of these parties. 1989 01:59:58,262 --> 02:00:00,931 What can you do, you know? 1990 02:00:01,031 --> 02:00:06,437 But that was the nature of it, there was something a little bit... 1991 02:00:06,570 --> 02:00:09,239 crazy about it, and we weren't supposed to do it, 1992 02:00:09,373 --> 02:00:12,543 and we were often told that these things could be shut down 1993 02:00:12,643 --> 02:00:15,979 by the police, and you know, don't worry, just if it happens, it happens. 1994 02:00:16,080 --> 02:00:19,650 Somebody took a dump in some other guy's sleeping bag. 1995 02:00:19,783 --> 02:00:22,086 He got scrubbed down. Oh, my God. 1996 02:00:29,293 --> 02:00:32,563 (Liljegren) There was definitely a big competitive aspect to the demo scene. 1997 02:00:32,663 --> 02:00:36,366 I mean, the demo parties always had a demo competition at the very end of it, 1998 02:00:36,800 --> 02:00:38,836 where people showed off the latest stuff 1999 02:00:38,969 --> 02:00:40,604 that they'd been working on for months. 2000 02:00:40,704 --> 02:00:44,842 Being number one, being most revered was very much sought after. 2001 02:00:44,975 --> 02:00:47,578 (Hellewell) Every group wanted to be number one. 2002 02:00:47,678 --> 02:00:50,914 People would fill in a voting form, send it to an address, 2003 02:00:51,048 --> 02:00:52,983 all of the information was collated, 2004 02:00:53,083 --> 02:00:56,687 and the results were published in the form of a demo 2005 02:00:56,820 --> 02:01:00,991 every month or two months, and this was called the Crusaders Eurochart. 2006 02:01:01,091 --> 02:01:02,593 This was the spirit of the demo scene. 2007 02:01:02,693 --> 02:01:05,329 Always trying to outdo each other, always trying to innovate. 2008 02:01:05,462 --> 02:01:06,797 Always trying to push things forward. 2009 02:01:06,897 --> 02:01:09,800 The technical achievements these guys could accomplish 2010 02:01:09,900 --> 02:01:11,935 were like, "How do they do that?" 2011 02:01:12,069 --> 02:01:17,141 Because we're developers, and how do we incorporate those effects into a game? 2012 02:01:17,274 --> 02:01:18,742 Can we use those effects in a game? 2013 02:01:18,876 --> 02:01:21,245 So I think there was an element of experimentation 2014 02:01:21,345 --> 02:01:23,747 that these guys did to push the hardware 2015 02:01:23,881 --> 02:01:26,216 to show other people what you could do. 2016 02:01:27,151 --> 02:01:31,088 I think the games industry was improved by the demo scene 2017 02:01:31,221 --> 02:01:33,891 for the simple reason that you did see a lot of effects, 2018 02:01:34,024 --> 02:01:36,160 and you see a lot of techniques 2019 02:01:36,293 --> 02:01:39,129 that you probably wouldn't have come up with, 2020 02:01:39,263 --> 02:01:41,532 unless you got inspired from someone else doing it. 2021 02:01:42,065 --> 02:01:47,437 It's an interesting point to go back and think about that era 2022 02:01:47,538 --> 02:01:49,540 in gaming history, that Amiga era, 2023 02:01:49,673 --> 02:01:52,342 in that it did feel very, very provincial. 2024 02:01:52,843 --> 02:01:56,346 And there was a very big difference between what was happening in the UK 2025 02:01:56,480 --> 02:02:00,050 and in Europe, and what was happening over in the USA. 2026 02:02:00,150 --> 02:02:02,886 And by the time we had transitioned onto the Amiga, 2027 02:02:02,986 --> 02:02:05,722 America had really become much more interested 2028 02:02:05,856 --> 02:02:09,660 in the Super Nintendo and the Sega Mega Drive. 2029 02:02:09,760 --> 02:02:11,261 Talk to an American and ask them, 2030 02:02:11,361 --> 02:02:13,697 "What do you remember about the 16-bit era?" 2031 02:02:13,797 --> 02:02:15,666 And they will say, "I remember the Sega Genesis"' 2032 02:02:15,766 --> 02:02:17,301 "I remember the Super Nintendo." 2033 02:02:17,401 --> 02:02:20,537 If you ask a Brit what they remember of the 16-bit era, 2034 02:02:20,671 --> 02:02:24,074 they will talk to you about the Commodore Amiga and the Atari ST. 2035 02:02:24,174 --> 02:02:28,078 So we had these two completely different versions of the 16-bit era 2036 02:02:28,178 --> 02:02:29,580 on either side of the Atlantic. 2037 02:02:29,713 --> 02:02:33,584 And that's part of why, I think, so many of us, especially in Europe and in the UK, 2038 02:02:33,717 --> 02:02:36,153 romanticise the Amiga generation. 2039 02:02:36,286 --> 02:02:40,023 It's because it was the last time that the games and the community 2040 02:02:40,157 --> 02:02:42,159 felt unique to us, 2041 02:02:42,292 --> 02:02:45,229 and before the global explosion of gaming popularity 2042 02:02:45,362 --> 02:02:47,998 kind of brought everyone into the mix. 2043 02:03:14,057 --> 02:03:16,193 When the Amiga 1000 came out... 2044 02:03:17,561 --> 02:03:19,429 Let me put it this way, 2045 02:03:20,864 --> 02:03:26,336 that's about the biggest surprise I have ever had in my entire career 2046 02:03:26,436 --> 02:03:28,071 in one single system. 2047 02:03:28,205 --> 02:03:30,607 It changed so many things all at once. 2048 02:03:30,741 --> 02:03:34,044 I mean, you ask somebody else, they give you the same answer, 2049 02:03:34,177 --> 02:03:36,947 and give you five other different examples. 2050 02:03:37,581 --> 02:03:40,050 (Speaks French) The Amiga was... 2051 02:03:40,817 --> 02:03:44,021 From my perspective, I thought that the Amiga 2052 02:03:44,821 --> 02:03:47,758 represented a real step forward. 2053 02:03:47,858 --> 02:03:50,961 It was more revolutionary than it was evolutionary. 2054 02:03:51,795 --> 02:03:57,034 I think it's quite simple why people remember the Amiga so fondly even today. 2055 02:03:57,167 --> 02:03:58,969 It's because it was revolutionary. 2056 02:03:59,069 --> 02:04:02,072 When it came out, there was nothing like it. 2057 02:04:02,205 --> 02:04:05,776 It wasn't a small step for the computer generation, 2058 02:04:05,876 --> 02:04:07,444 it was a massive step. 2059 02:04:07,577 --> 02:04:09,446 This was the last machine 2060 02:04:09,579 --> 02:04:13,016 which had complicated hardware, but it was understandable. 2061 02:04:13,116 --> 02:04:15,686 And it was documented to a level where you could get down 2062 02:04:15,819 --> 02:04:18,255 to the individual bits of hardware. 2063 02:04:18,388 --> 02:04:21,725 You could know everything about that machine. 2064 02:04:21,858 --> 02:04:24,428 And it trained a whole generation of people. 2065 02:04:24,528 --> 02:04:27,864 I don't think the entire computer industry would have evolved 2066 02:04:27,998 --> 02:04:29,900 in quite the way, because people who grew up with that 2067 02:04:30,033 --> 02:04:32,135 went on to do all the stuff that is being done now. 2068 02:04:32,269 --> 02:04:35,072 The Amiga was the last time 2069 02:04:35,205 --> 02:04:37,908 that you could just really experiment and play around. 2070 02:04:38,041 --> 02:04:39,309 There were no real barriers. 2071 02:04:39,443 --> 02:04:44,848 And also the hardware itself, as I've already spoken quite lovingly of, 2072 02:04:44,948 --> 02:04:48,552 was so flexible that it allowed real experimentation. 2073 02:04:48,685 --> 02:04:50,854 And experimentation, actually, that I'm not even sure 2074 02:04:50,954 --> 02:04:53,757 the designers of the machine had planned. 2075 02:04:53,890 --> 02:04:56,693 So you have the feeling of empowerment. 2076 02:04:57,127 --> 02:05:02,265 To be able to do great things with just that computer in front of you. 2077 02:05:02,366 --> 02:05:06,370 The first platform that allowed people that were creative 2078 02:05:06,503 --> 02:05:10,273 to get out into the masses, and I just enjoyed being a part of that. 2079 02:05:10,374 --> 02:05:12,776 The first time I saw Jim Sachs' work, 2080 02:05:12,909 --> 02:05:16,580 I understood, immediately, what the leap was. 2081 02:05:16,713 --> 02:05:20,317 The Amiga enabled that entire revolution. 2082 02:05:20,450 --> 02:05:24,588 Not just graphically, but in the way you could effectively tell a story, 2083 02:05:24,721 --> 02:05:26,857 and change the gaming experience 2084 02:05:26,957 --> 02:05:30,494 from one of just arcade quality to something a little more substantial. 2085 02:05:30,594 --> 02:05:32,295 Some of those early games, 2086 02:05:32,396 --> 02:05:35,399 and some of the immersive storytelling that we were able to do 2087 02:05:35,532 --> 02:05:38,802 in some of those early games, I think the repercussions of that, 2088 02:05:38,935 --> 02:05:42,472 the echoes of that are still being heard and felt today 2089 02:05:42,572 --> 02:05:44,307 in games that are coming out now. 2090 02:05:44,408 --> 02:05:47,944 When people ask me why I am still working in games... 2091 02:05:48,078 --> 02:05:52,215 It's that collaborative development environment that you get 2092 02:05:52,349 --> 02:05:55,485 where you're working with artists, coders, musicians, designers. 2093 02:05:55,585 --> 02:06:00,090 All in the same kind of framework, and you're creating something together 2094 02:06:00,190 --> 02:06:02,359 that none of you as individuals could create. 2095 02:06:02,492 --> 02:06:07,831 And it's probably the Amiga that was the first moment that happened in my experience. 2096 02:06:07,964 --> 02:06:09,499 But once you got to the Amiga, 2097 02:06:09,599 --> 02:06:12,502 you could start to sell a game on, "Look at these graphics." 2098 02:06:12,602 --> 02:06:17,140 And actually, the games industry has spent the last 20 plus years 2099 02:06:17,240 --> 02:06:20,010 selling games in the same sort of way. 2100 02:06:20,444 --> 02:06:23,814 The Amiga opened doors... 2101 02:06:25,515 --> 02:06:28,051 ...for professionals... 2102 02:06:29,586 --> 02:06:33,790 ...and professions in a way that I don't think any other machine 2103 02:06:33,924 --> 02:06:36,359 has been able to emulate. 2104 02:06:36,460 --> 02:06:41,331 First it allowed the progression from assembly language to C programming. 2105 02:06:41,431 --> 02:06:44,668 So programmers could afford to be more high level, 2106 02:06:44,801 --> 02:06:49,473 and therefore, not nearly so skilled on low level assembler. 2107 02:06:49,606 --> 02:06:54,010 The second thing it facilitated was the entry of artists, 2108 02:06:54,144 --> 02:06:58,348 whose primary focus was art and not the creation of pixels. 2109 02:06:58,448 --> 02:07:04,254 And the third stream of people it brought in was musicians and composers. 2110 02:07:04,387 --> 02:07:07,557 People who could now create music on a machine 2111 02:07:07,657 --> 02:07:13,763 that would more faithfully than not allow them to realise their efforts. 2112 02:07:13,864 --> 02:07:17,267 And we moved from a hobbyist industry 2113 02:07:17,400 --> 02:07:20,637 to very much an industry capable of professionalism. 2114 02:07:20,770 --> 02:07:24,007 I think that everybody of my generation who was from Europe 2115 02:07:24,107 --> 02:07:26,610 and who is in the games industry nowadays, 2116 02:07:26,710 --> 02:07:29,513 I would bet that they came in via the Amiga. 2117 02:07:29,646 --> 02:07:34,918 Maybe initially, shortly, briefly, the C64 and the Atari ST, 2118 02:07:35,051 --> 02:07:37,387 but all of us moved on to the Amiga very quickly, 2119 02:07:37,487 --> 02:07:39,055 and that's where everybody flourished. 2120 02:07:39,189 --> 02:07:43,093 So it's absolutely crucial, and you can ask all around the world. 2121 02:07:43,226 --> 02:07:45,462 In Japan, people would have come via the consoles, 2122 02:07:45,595 --> 02:07:47,497 a little bit also here in the US, 2123 02:07:47,631 --> 02:07:50,834 and the PC of course got strong very quickly in the US. 2124 02:07:50,934 --> 02:07:54,871 But all of Europe, the game industry veterans of today 2125 02:07:55,005 --> 02:07:57,140 have to thank the Amiga tremendously. 2126 02:07:57,274 --> 02:08:00,410 I think it was a fundamental building block for the modern games industry. 2127 02:08:00,510 --> 02:08:04,481 I think it was a point at which everybody realised games could be 2128 02:08:04,614 --> 02:08:08,552 the massive business that they are now, worth countless billions. 2129 02:08:08,685 --> 02:08:13,223 And I think it was wonderful to be involved at the very early stages. 2130 02:08:13,323 --> 02:08:18,161 We had no clue whatsoever that the industry would get as big as it is now. 2131 02:08:18,295 --> 02:08:20,163 It was more than a games machine. 2132 02:08:20,297 --> 02:08:24,334 It was more than a computer, it was many things for many people. 2133 02:08:24,467 --> 02:08:27,904 That's what made it special, I think. You know? 2134 02:08:28,038 --> 02:08:32,742 So, it was special for us because we could really show off our talents. 2135 02:08:32,876 --> 02:08:36,680 And, like I said, it was special for people 2136 02:08:36,780 --> 02:08:39,482 because they could do amazing things with it, you know, 2137 02:08:39,583 --> 02:08:44,287 in terms of music, visuals, video editing, you know. 2138 02:08:44,387 --> 02:08:47,157 That's the main reason, I reckon. 2139 02:08:47,290 --> 02:08:52,996 It touched many different people from many walks of lives. 2140 02:08:53,163 --> 02:08:54,898 We knew it was a great graphics machine, 2141 02:08:54,998 --> 02:08:58,602 but we never saw the entire desktop video revolution coming. 2142 02:08:58,735 --> 02:09:03,206 We didn't realise that the Amiga was going to be the device 2143 02:09:03,340 --> 02:09:07,277 that was powerful enough to create this new industry. 2144 02:09:07,377 --> 02:09:12,349 These days, no one thinks twice about editing video on their home computer, 2145 02:09:12,482 --> 02:09:14,551 but it was radical then, 2146 02:09:14,684 --> 02:09:17,320 it was the first machine that allowed that kind of capability. 2147 02:09:17,420 --> 02:09:21,891 And the Amiga was designed so they put out very good video quality 2148 02:09:21,992 --> 02:09:23,994 compared to all the other computers that were in the market 2149 02:09:24,127 --> 02:09:28,498 in terms of the NTSC television signal that came out of the Amiga 2150 02:09:28,598 --> 02:09:31,901 was very close to being right on the spec. 2151 02:09:32,002 --> 02:09:35,605 So it allowed you to then record that onto videotape 2152 02:09:35,739 --> 02:09:38,908 or to put it out over the air, whatever you wanted to do with it. 2153 02:09:39,009 --> 02:09:42,178 And that was right out of the Amiga without any special equipment. 2154 02:09:42,312 --> 02:09:45,348 A lot of people use that even without Video Toaster. 2155 02:09:45,448 --> 02:09:49,352 They used their Amigas for creating video and creating audio. 2156 02:09:49,452 --> 02:09:51,588 'As we speak, 2157 02:09:51,721 --> 02:09:57,060 'a paradigm shift of equal magnitude has grabbed the world of video. 2158 02:09:57,193 --> 02:09:59,129 'A paradigm shift. 2159 02:09:59,229 --> 02:10:02,265 'And the force behind the shift, 2160 02:10:02,399 --> 02:10:05,735 'we at NewTek call the Video Toaster. 2161 02:10:05,835 --> 02:10:07,437 'Hey, that's a hot name.' 2162 02:10:07,570 --> 02:10:10,640 We discovered that by using the Amiga's video, 2163 02:10:10,774 --> 02:10:15,145 we could take advantage of all of the Amiga's graphic scope processing. 2164 02:10:15,812 --> 02:10:17,614 The Copper and the blitter. 2165 02:10:17,747 --> 02:10:19,783 All these things, we weren't making pictures with them, 2166 02:10:19,883 --> 02:10:22,352 we were making these bizarre little barcodes 2167 02:10:22,452 --> 02:10:25,188 that would then control the Video Toaster card. 2168 02:10:25,288 --> 02:10:28,058 And then there was a huge phenomenon with 3D animation. 2169 02:10:28,191 --> 02:10:34,230 Because LightWave 3D was just one of what we call croutons in the Video Toaster, 2170 02:10:34,364 --> 02:10:36,232 these little squares you click on. 2171 02:10:36,366 --> 02:10:40,003 It's a toast analogy. Croutons, little pieces of bread. 2172 02:10:40,103 --> 02:10:42,439 It's just my "rye" sense of humour. 2173 02:10:42,572 --> 02:10:46,109 One of the croutons was LightWave. 2174 02:10:46,242 --> 02:10:49,512 So you click on that, and the screen opens up 2175 02:10:49,646 --> 02:10:52,415 into front, top, and side view, and now you can make models, 2176 02:10:52,515 --> 02:10:56,252 you can light them and you can do 3D animation. 2177 02:10:56,386 --> 02:11:02,459 And a lot of people started to buy the Video Toaster just for that reason. 2178 02:11:02,592 --> 02:11:06,496 And so Babylon 5, 2179 02:11:06,629 --> 02:11:10,834 seaQuest DSV, a Spielberg show... 2180 02:11:12,302 --> 02:11:18,441 Examples of people taking LightWave, building a big crew of animators, 2181 02:11:18,541 --> 02:11:23,847 and doing CGI on television, which, up to that point, was absolutely unthinkable. 2182 02:11:23,980 --> 02:11:25,949 The market moved up. 2183 02:11:26,082 --> 02:11:32,021 And around the time that the Amiga 500 was really, really flying 2184 02:11:32,122 --> 02:11:34,324 was also the beginning of the PC market. 2185 02:11:34,457 --> 02:11:36,893 PCs, they were business machines and they were very expensive. 2186 02:11:37,026 --> 02:11:41,131 So, actually, for most people, they couldn't even aspire to buying one. 2187 02:11:41,264 --> 02:11:43,133 You're talking about £1,000 plus. 2188 02:11:43,266 --> 02:11:48,371 Cos you know they're expensive and well made because they had metal cases. 2189 02:11:48,505 --> 02:11:52,275 Whereas, of course, the home PCs, they were made of plastic. 2190 02:11:52,375 --> 02:11:55,345 - So they weren't very serious things. - And on occasions woodgrain plastic as well. 2191 02:11:55,478 --> 02:11:56,579 - Yes. - Which was wonderful. 2192 02:11:56,713 --> 02:11:59,783 - I never quite understood that. - The Atari VCS - beautiful. 2193 02:11:59,916 --> 02:12:02,385 Give the consumer confidence, give them a plastic computer, 2194 02:12:02,519 --> 02:12:06,589 high-tech, but make sure it looks like your grandad's gramophone. 2195 02:12:06,723 --> 02:12:09,058 And they weren't as popular because, let's be honest about it, 2196 02:12:09,159 --> 02:12:13,196 the PCs could not deliver what the Amiga could deliver 2197 02:12:13,329 --> 02:12:15,298 in terms of graphics and sound, 2198 02:12:15,398 --> 02:12:17,333 and all those wonderful things that we already know. 2199 02:12:17,467 --> 02:12:20,770 The PC was way behind in technology terms. 2200 02:12:20,904 --> 02:12:24,674 (Kingsley) I think it was difficult to make games in the early days for PC, 2201 02:12:24,774 --> 02:12:29,212 because the colour palettes were just so incredibly awful. 2202 02:12:29,345 --> 02:12:32,715 There weren't really colours, they were designed for spreadsheet annotation. 2203 02:12:32,816 --> 02:12:35,385 Basically, the graphics cards weren't graphics cards. 2204 02:12:35,518 --> 02:12:39,622 They were designed to make spreadsheets and word processes easier to read. 2205 02:12:39,756 --> 02:12:43,159 You could have yellow letters or you could have blue letters or green letters. 2206 02:12:43,293 --> 02:12:44,727 That was what it was for. 2207 02:12:44,828 --> 02:12:48,731 And we were trying to hack that to make monsters, 2208 02:12:48,832 --> 02:12:50,600 and warriors, and all that kind of stuff. 2209 02:12:50,733 --> 02:12:53,837 It was really about the PC era of games, 2210 02:12:53,970 --> 02:12:56,706 which coincides a lot with the rise of Amiga. 2211 02:12:56,806 --> 02:13:02,178 And I think it was more getting out of these specialised little machines, 2212 02:13:02,312 --> 02:13:05,515 like the Atari 800 and the Commodore 64, 2213 02:13:05,615 --> 02:13:08,718 where things were moving into actual real computers. 2214 02:13:08,818 --> 02:13:10,753 And the Amiga was a real computer, 2215 02:13:10,854 --> 02:13:13,356 and the PC was a real computer, 2216 02:13:13,456 --> 02:13:17,193 and these things were making their way into people's homes 2217 02:13:17,327 --> 02:13:19,529 for reasons other than gaming. 2218 02:13:19,629 --> 02:13:23,833 So, it's like we were getting into people's homes in this stealth way. 2219 02:13:23,967 --> 02:13:26,569 They would buy their PC, they would buy their Amiga 2220 02:13:26,669 --> 02:13:28,605 for some "serious" reason. 2221 02:13:28,738 --> 02:13:30,673 But they'd spend all their time playing games on it. 2222 02:13:30,807 --> 02:13:35,345 So I do think it was actually a very, very influential time just because of that. 2223 02:13:35,445 --> 02:13:39,816 Because a lot of these things were moving into normal people's homes 2224 02:13:39,949 --> 02:13:43,052 for other reasons, and they were being exposed to gaming. 2225 02:13:43,186 --> 02:13:47,190 (Haynie) Henry Rubin, who is the vice-president of engineering, 2226 02:13:47,290 --> 02:13:51,461 really wanted Amigas to be able to do some kind of PC emulation. 2227 02:13:51,895 --> 02:13:56,099 That's why we had that PC emulation program when the Amiga launched, 2228 02:13:56,232 --> 02:13:59,235 even though it was really, really slow and not very useful. 2229 02:13:59,369 --> 02:14:00,837 The emulator 2230 02:14:00,970 --> 02:14:05,642 which turns your Amiga computer into an IBM personal computer. 2231 02:14:05,775 --> 02:14:08,077 (Laughter and applause) 2232 02:14:09,779 --> 02:14:13,483 (Haynie) They wanted to be able to sell Amigas into businesses, 2233 02:14:13,616 --> 02:14:16,619 and there was this checkmark that said, 2234 02:14:16,719 --> 02:14:20,089 "Is it PC compatible to be able to sell something in businesses?" 2235 02:14:20,223 --> 02:14:22,859 So, if I said I wanted Amiga on my desk, 2236 02:14:22,992 --> 02:14:25,028 somebody's gonna come along and say, 2237 02:14:25,128 --> 02:14:27,897 "You know, company requires you to do all your documentation 2238 02:14:28,031 --> 02:14:31,634 "in Microsoft Word, so you can't have that Amiga." 2239 02:14:31,734 --> 02:14:34,837 It was interesting because, obviously, people were aware that there was a market, 2240 02:14:34,938 --> 02:14:38,241 this machine was a market, but an alternate way of it working... 2241 02:14:38,341 --> 02:14:40,944 There was that PC emulation card, wasn't there? 2242 02:14:41,077 --> 02:14:45,748 The KCS Power Board, I think it was. Yeah, and that was for the Amiga. 2243 02:14:45,882 --> 02:14:49,085 There was an interesting sort of hybrid. You've got yourself an Amiga. 2244 02:14:49,218 --> 02:14:50,820 You actually want a PC. 2245 02:14:50,920 --> 02:14:53,056 So here's a board to plug in to get yourself a PC. 2246 02:14:53,156 --> 02:14:55,959 (Haynie) PC emulator plugs into the A500's RAM expansion. 2247 02:14:56,092 --> 02:14:58,294 Then, all of a sudden, I have my Microsoft Word. 2248 02:14:58,428 --> 02:15:02,532 Here was a solution that allowed you to get that Amiga into that business. 2249 02:15:02,665 --> 02:15:07,837 Which seems a bit counter-intuitive now, but it led to great things. 2250 02:15:07,937 --> 02:15:13,309 And was the beginning of one machine needing to work on another and vice versa. 2251 02:15:13,443 --> 02:15:15,745 So it's the beginning of blurring of the edges 2252 02:15:15,878 --> 02:15:18,581 of PC technology, Amiga technology, and that kind of thing. 2253 02:15:18,748 --> 02:15:21,884 It's very hard to get across 2254 02:15:21,985 --> 02:15:25,355 the extent of the impact the Amiga had on my life. 2255 02:15:28,725 --> 02:15:34,397 I think, had it not been for the Amiga, I wouldn't be in the industry today. 2256 02:15:35,198 --> 02:15:37,800 I think, had it not been for the Amiga, 2257 02:15:37,934 --> 02:15:41,204 I would not have started to learn high-level languages. 2258 02:15:41,337 --> 02:15:46,776 I would not have started to get into graphics and audio the way that I did. 2259 02:15:46,909 --> 02:15:49,512 I think, in a lot of ways, because of the excitement, 2260 02:15:49,612 --> 02:15:55,151 because of that profound step change in what a machine could do, 2261 02:15:57,687 --> 02:16:03,960 it opened up life in a way I couldn't possibly imagine before. 2262 02:16:04,093 --> 02:16:06,195 It made me an optimist. 2263 02:16:06,329 --> 02:16:11,701 It made me realise that human beings were capable of astounding leaps. 2264 02:16:11,801 --> 02:16:17,407 And it's very hard to get that across without sounding ridiculous. 2265 02:16:17,540 --> 02:16:22,311 But it really was... People wait for jetpacks, right? 2266 02:16:22,412 --> 02:16:26,215 People talk about flying cars. The Amiga was that to me. 2267 02:16:26,349 --> 02:16:30,253 There are so many people just starting to work on the Amiga again, 2268 02:16:30,386 --> 02:16:33,756 that there are lots of games, new games, coming out right now, 2269 02:16:33,856 --> 02:16:35,658 and the quality's so amazing, 2270 02:16:35,792 --> 02:16:39,228 it's even more amazing than commercial games in the '80s. 2271 02:16:39,362 --> 02:16:44,667 The games industry on mobile phones is so destroyed. 2272 02:16:44,801 --> 02:16:48,337 I actually think that you can make more money with an Amiga game right now 2273 02:16:48,438 --> 02:16:50,239 than you can do with an iPhone game. 2274 02:16:50,373 --> 02:16:53,943 It was an incredible culture at Amiga. 2275 02:16:54,043 --> 02:16:57,413 These guys were firing on all cylinders, you know. 2276 02:16:57,547 --> 02:16:59,682 They were all friends. 2277 02:16:59,816 --> 02:17:02,418 The hardware guys worked with the software guys. 2278 02:17:02,552 --> 02:17:07,256 It was kind of a small, tightly knit team. 2279 02:17:07,390 --> 02:17:10,293 And you could just tell that there was magic happening. 2280 02:17:10,426 --> 02:17:13,796 It was the thing that I loved the most about the Amiga, 2281 02:17:13,896 --> 02:17:18,601 it was this wild, galloping horse the entire time. 2282 02:17:18,701 --> 02:17:22,905 And the best you could do was ride that baby bareback 2283 02:17:23,039 --> 02:17:27,777 and hang on to the mane and hope that we're all heading in the right direction together. 2284 02:17:29,011 --> 02:17:32,849 It was insane, it was passion and love 2285 02:17:32,982 --> 02:17:37,253 and belief in things that couldn't possibly come true, 2286 02:17:37,386 --> 02:17:39,789 and yet they were coming true, month after month. 2287 02:17:39,889 --> 02:17:42,291 Things were working the way that we hoped. 2288 02:17:42,425 --> 02:17:45,394 It was this crazy, crazy dream 2289 02:17:45,495 --> 02:17:50,533 that a bunch of us had and that we actually managed to turn into reality. 2290 02:17:51,334 --> 02:17:54,637 For me, it was the opportunity to create, 2291 02:17:54,737 --> 02:17:58,608 not just multi-tasking, but also the architecture of the Amiga 2292 02:17:58,708 --> 02:18:00,943 with dynamically loadable libraries 2293 02:18:01,077 --> 02:18:03,412 and device drivers and the interrupt handlers, 2294 02:18:03,513 --> 02:18:08,551 and all of that architecture that I created during that time 2295 02:18:08,684 --> 02:18:11,220 went on to be used by so many other people. 2296 02:18:11,320 --> 02:18:14,157 It was like the basis of design from then on. 2297 02:18:14,290 --> 02:18:19,028 It sort of established a platform or a way of developing 2298 02:18:19,128 --> 02:18:20,763 all of the systems that came in the future. 2299 02:18:20,897 --> 02:18:23,266 So it was one of the first microcomputer systems 2300 02:18:23,366 --> 02:18:25,101 to really have that kind of architecture. 2301 02:18:25,234 --> 02:18:26,702 All the stuff that people have done 2302 02:18:26,836 --> 02:18:28,838 with the audio and the graphics and the video, 2303 02:18:28,938 --> 02:18:31,874 I just really feel that I'm lucky 2304 02:18:31,974 --> 02:18:35,678 to have been at the right place and time to be a part of that. 2305 02:18:35,778 --> 02:18:37,380 So that's very big. 2306 02:18:37,513 --> 02:18:38,848 And the friends I've made, 2307 02:18:38,948 --> 02:18:42,985 and I'm still in contact with a lot of the people 2308 02:18:43,119 --> 02:18:45,354 that I worked with during that time. 2309 02:18:45,488 --> 02:18:47,356 And that's been amazing, too. 2310 02:18:47,490 --> 02:18:52,862 (Luck) I look back on my contribution to the Amiga in several ways, I think. 2311 02:18:52,962 --> 02:18:56,165 The graphics, the bouncing ball, 2312 02:18:56,299 --> 02:19:00,069 the multi-tasking layer library. 2313 02:19:00,169 --> 02:19:03,306 But also, to a certain degree, 2314 02:19:03,406 --> 02:19:09,345 trying to instil in other developers and other users the magic that could be done 2315 02:19:09,478 --> 02:19:13,382 if you're on a mission from God with the right family. 2316 02:19:14,917 --> 02:19:20,156 And it was incredible working with the people that I knew there. 2317 02:19:21,490 --> 02:19:23,893 All of them are still close friends of mine. 2318 02:19:23,993 --> 02:19:27,597 My Amiga family is gonna be my family for life. 2319 02:19:27,730 --> 02:19:30,333 There have been questions about what we believed 2320 02:19:30,433 --> 02:19:32,735 at the time when we were doing the machine. 2321 02:19:32,835 --> 02:19:34,604 Did we think it was gonna come true? 2322 02:19:34,737 --> 02:19:38,574 Did we feel a force to push ourselves forward? 2323 02:19:38,708 --> 02:19:42,812 And the answer to that is overpoweringly yes. 2324 02:19:42,945 --> 02:19:47,717 David Morse, president of the company, was an amazing man. 2325 02:19:47,817 --> 02:19:52,955 Jay Miner, architect of the basic system, an amazing man. 2326 02:19:53,055 --> 02:19:54,957 Dave Morse, our fearless leader, 2327 02:19:55,057 --> 02:19:58,728 he led us through all the trials and tribulations. 2328 02:19:58,828 --> 02:20:01,197 He kept that flame alive. 2329 02:20:01,330 --> 02:20:07,036 There was some amazing power behind those two guys 2330 02:20:07,169 --> 02:20:10,239 that pushed us forward 2331 02:20:10,373 --> 02:20:15,478 through no sleep, no money, no time, no parts, 2332 02:20:15,611 --> 02:20:18,614 competition that would show up from time to time... 2333 02:20:19,982 --> 02:20:24,420 all sorts of things that would get in our way, parts that would break. 2334 02:20:24,553 --> 02:20:30,026 And we pushed forward because we felt in our insides 2335 02:20:30,159 --> 02:20:33,896 how amazing this whole machine was going to be. 2336 02:20:34,030 --> 02:20:38,200 And whatever spirit Dave and Jay had inside of them fed us, 2337 02:20:38,301 --> 02:20:41,404 and pushed us forward, it was amazing. 2338 02:20:41,504 --> 02:20:45,574 An Amiga serial number 1 still works. 2339 02:20:45,675 --> 02:20:47,410 It still runs. 2340 02:20:48,678 --> 02:20:50,246 Magic. 2341 02:20:50,379 --> 02:20:55,017 You don't get an opportunity very often to be at the very threshold, 2342 02:20:55,117 --> 02:20:59,255 the very beginning, of a billion-dollar-plus product line. 2343 02:20:59,388 --> 02:21:02,625 So I can look back and say, "Hey, I was there. 2344 02:21:02,725 --> 02:21:05,628 "I was there when... I walked in the door 2345 02:21:05,728 --> 02:21:10,466 "and we had two chairs, a card table, and a coffeepot, and a dog." 2346 02:21:10,599 --> 02:21:14,003 Jay Miner had a dog. 2347 02:21:14,103 --> 02:21:16,272 Jay's dog was named Mitchy. 2348 02:21:16,405 --> 02:21:20,710 And Mitchy was the mascot of the office. 2349 02:21:20,843 --> 02:21:26,215 And in the beginning days of the Amiga, they designed the initial hardware 2350 02:21:26,315 --> 02:21:30,619 using pencils and erasers and paper. 2351 02:21:30,720 --> 02:21:35,324 They would draw gates on the paper and erase those gates and draw new ones 2352 02:21:35,458 --> 02:21:37,626 and connect the lines together. 2353 02:21:37,727 --> 02:21:40,529 And this was state-of-the-art of that day, 2354 02:21:40,663 --> 02:21:44,900 that you would design hardware on paper with pencils. 2355 02:21:45,034 --> 02:21:48,537 And I would sit and watch Jay Miner designing hardware. 2356 02:21:48,671 --> 02:21:52,575 And people say that it wasn't really Jay that was the father of the Amiga, 2357 02:21:52,708 --> 02:21:56,112 that it was actually Mitchy his dog, and I'm here to tell you it's a true story. 2358 02:21:56,245 --> 02:22:00,583 I would watch. Jay would sit there, and he'd draw a gate on a sheet of paper. 2359 02:22:00,716 --> 02:22:03,753 And he'd look over at Mitchy and Mitchy'd go... 2360 02:22:03,886 --> 02:22:06,856 And so he'd erase that and he'd draw it upside down and with different lines, 2361 02:22:06,956 --> 02:22:08,691 and Mitchy'd go... 2362 02:22:08,791 --> 02:22:10,760 And so it was, "OK!" 2363 02:22:13,696 --> 02:22:16,699 Amiga computer, designed by dog! 2364 02:23:47,823 --> 02:23:49,625 'Where am I?' 2365 02:25:08,537 --> 02:25:11,840 (Man) It is the best machine that is around anywhere in the world. 2366 02:25:11,941 --> 02:25:14,443 (Woman) The professional machine of the future. 2367 02:25:23,686 --> 02:25:25,788 - How would I describe it? - I think it's fantastic. 2368 02:25:25,921 --> 02:25:27,556 - Awesome. - It's gonna skyrocket. 2369 02:25:27,690 --> 02:25:29,258 Only Amiga makes it possible. 2370 02:25:29,358 --> 02:25:32,695 ♪ Only Amiga 2371 02:25:32,795 --> 02:25:35,664 ♪ Makes it possible 2372 02:25:35,764 --> 02:25:38,734 ♪ Only Amiga 2373 02:25:38,867 --> 02:25:42,271 ♪ Makes it happen 2374 02:25:42,371 --> 02:25:46,108 - ♪ Only Amiga - ♪ Ooh, ooh! 2375 02:25:46,208 --> 02:25:49,111 - ♪ Makes it possible - ♪ Ooh, ooh! 2376 02:25:49,211 --> 02:25:51,880 ♪ Only Amiga 2377 02:25:51,981 --> 02:25:55,351 ♪ Makes it happen... 2378 02:25:55,484 --> 02:26:00,623 Amiga's got the guts to do things that you can't do on other hardware. 2379 02:26:00,756 --> 02:26:02,558 - And it does all the work for you. - Wow! 2380 02:26:02,691 --> 02:26:05,361 State-of-the-art technology at a price that everybody can afford. 2381 02:26:06,528 --> 02:26:12,301 The Amiga is the best graphics machine available in the world today. 2382 02:26:12,401 --> 02:26:14,336 ♪ Only Amiga... 2383 02:26:14,436 --> 02:26:16,005 Only Amiga. 2384 02:26:16,138 --> 02:26:18,807 ♪ Only Amiga 2385 02:26:18,941 --> 02:26:20,709 ♪ Only Amiga... 2386 02:26:20,809 --> 02:26:22,144 Only Amiga. 2387 02:26:22,244 --> 02:26:23,846 ♪ Only Amiga... 2388 02:26:23,979 --> 02:26:25,447 Only Amiga. 2389 02:26:25,581 --> 02:26:28,217 - ♪ Only Amiga... - Makes it possible. 2390 02:26:28,350 --> 02:26:32,454 - ♪ Only Amiga... - Only Amiga makes it possible. 2391 02:26:32,588 --> 02:26:35,824 ♪ Oh! Only Amiga... 2392 02:26:35,958 --> 02:26:37,359 Ha-ha! Outrageous. 2393 02:26:37,459 --> 02:26:40,396 - ♪ Makes it possible - Fabulous. 2394 02:26:40,529 --> 02:26:43,132 ♪ Only Amiga 2395 02:26:43,232 --> 02:26:47,136 ♪ Makes it possible... ♪ 2396 02:26:47,236 --> 02:26:48,671 Only Amiga... 2397 02:26:48,804 --> 02:26:51,006 - This is it. -...makes it possible! 2398 02:26:51,140 --> 02:26:53,142 (Cheering and applause) 2399 02:26:59,581 --> 02:27:01,684 Well, it was in 1982, 2400 02:27:01,817 --> 02:27:06,388 a friend of mine that I used to work with at Atari came to me and said, 2401 02:27:06,488 --> 02:27:09,425 "Hey, Jay, let's start a new company. I'm tired of this one." 2402 02:27:09,558 --> 02:27:14,797 And, er... I said, "Well, fine." I said, "I'll do the chips for it. 2403 02:27:14,897 --> 02:27:18,967 "And I'll be the vice-president if I can do the chips my way." 2404 02:27:19,501 --> 02:27:23,205 My original vision of the machine was as a low-cost entry 2405 02:27:23,305 --> 02:27:28,610 into the computer field via the video game area. 2406 02:27:28,711 --> 02:27:31,180 Video games, at that time, were really hot, 2407 02:27:31,280 --> 02:27:33,849 and all our investors wanted was a video game. 2408 02:27:33,982 --> 02:27:37,453 But I wanted something that could be expanded into a real computer. 2409 02:27:39,254 --> 02:27:43,459 ♪ What would you do if you weren't afraid of anyone or anything? 2410 02:27:43,592 --> 02:27:46,395 ♪ Cos I just crossed that line 2411 02:27:51,467 --> 02:27:56,271 ♪ What would you do if you weren't afraid of anyone or anything? 2412 02:27:56,405 --> 02:27:59,241 ♪ Cos I know I'll get mine... ♪ 210375

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