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These are the user uploaded subtitles that are being translated: 1 00:00:01,800 --> 00:00:05,680 [ominous music] 2 00:00:02,000 --> 00:00:07,000 Downloaded from YTS.MX 3 00:00:08,000 --> 00:00:13,000 Official YIFY movies site: YTS.MX 4 00:00:41,917 --> 00:00:44,750 [electronic music] 5 00:01:18,160 --> 00:01:21,800 I think the term hacker started out in chess for 6 00:01:21,800 --> 00:01:25,120 some chess player who's enthusiastic, but not very good. 7 00:01:25,500 --> 00:01:30,708 Cambridge, Massachusetts, 1961: hackers are invented at MIT. 8 00:01:30,999 --> 00:01:33,958 it sort of evolved to mean somebody who 9 00:01:33,958 --> 00:01:35,458 was playing around with 10 00:01:35,625 --> 00:01:37,958 something like a computer or electronics, 11 00:01:38,167 --> 00:01:41,708 someone who wasn't focused on a nice, big, important project, 12 00:01:42,250 --> 00:01:44,458 but was just fiddling around. 13 00:01:44,875 --> 00:01:47,167 A hacker may have been the ultimate weapon developed 14 00:01:47,167 --> 00:01:49,042 at MIT during the Cold War, 15 00:01:49,167 --> 00:01:51,917 and they completely lost control over it. 16 00:01:51,999 --> 00:01:54,917 Early on, the Tech Model Railroad Club 17 00:01:55,000 --> 00:01:57,500 was a group of geeks at MIT. 18 00:01:57,542 --> 00:01:59,708 When they discovered computers, 19 00:02:00,042 --> 00:02:02,167 they became very interested in computers. 20 00:02:02,250 --> 00:02:04,458 Hackers were as competitive and cocky 21 00:02:04,542 --> 00:02:06,333 as any other college student. 22 00:02:06,833 --> 00:02:09,125 Everyone was an engineer or wanted to be one; 23 00:02:09,417 --> 00:02:11,958 people liked to speculate on how to solve problems 24 00:02:11,958 --> 00:02:14,083 and how to solve problems really well. 25 00:02:14,292 --> 00:02:16,583 When a hacker dreams of another world, 26 00:02:16,583 --> 00:02:18,333 he is likely to make it real. 27 00:02:18,750 --> 00:02:22,083 As an early geek, he was very involved in science fiction 28 00:02:24,000 --> 00:02:26,625 I had a program that displayed two space ships, 29 00:02:26,750 --> 00:02:29,333 and to make things interesting 30 00:02:29,333 --> 00:02:31,833 they could fire torpedoes as well as accelerate 31 00:02:31,917 --> 00:02:35,625 and the torpedoes would blow up torpedoes and other space ships. 32 00:02:36,000 --> 00:02:38,167 Immerging yourself in another world was 33 00:02:38,208 --> 00:02:40,792 the start of a long-lasting fascination. 34 00:02:41,125 --> 00:02:46,000 If you could imagine an engineering student in the 60s 35 00:02:48,250 --> 00:02:50,708 going over to the engineering building 36 00:02:50,708 --> 00:02:51,750 in the middle of the night 37 00:02:52,542 --> 00:02:59,500 and confronting a magical display with moving objects 38 00:02:59,583 --> 00:03:03,167 and a game, and being totally mesmerized, 39 00:03:03,167 --> 00:03:05,125 flabbergasted, enchanted, 40 00:03:05,708 --> 00:03:09,167 that was my experience with Steve Russell's Space War. 41 00:03:10,333 --> 00:03:13,042 I could not imagine a more 42 00:03:13,083 --> 00:03:15,250 compelling, wonderful game experience 43 00:03:15,292 --> 00:03:19,625 at that point in time, and it profoundly changed my life. 44 00:03:20,083 --> 00:03:22,042 When fascination meets ambition, 45 00:03:22,083 --> 00:03:24,292 then comes the Silicon Valley archetype. 46 00:03:24,458 --> 00:03:26,667 After I graduated from college 47 00:03:26,875 --> 00:03:29,999 I determined that someday I was going to 48 00:03:30,000 --> 00:03:33,125 build a video game for the masses. 49 00:03:33,333 --> 00:03:35,083 Young Bushnell instinctively felt 50 00:03:35,125 --> 00:03:36,958 there was something hot in this idea. 51 00:03:37,083 --> 00:03:41,125 Nolan Bushnell was a young engineer from Utah, 52 00:03:41,417 --> 00:03:43,333 of the Mormon faith. 53 00:03:43,500 --> 00:03:46,167 When he was at the University of Utah he saw 54 00:03:46,333 --> 00:03:49,125 the first Space War game on a PDP1. 55 00:03:49,167 --> 00:03:51,958 I didn't really pursue it commercially until 56 00:03:51,999 --> 00:03:53,500 after I graduated. 57 00:03:54,125 --> 00:03:57,292 He worked at an amusement park in Salt Lake City, 58 00:03:57,542 --> 00:04:01,458 so he understood coin-operated business. 59 00:04:01,625 --> 00:04:04,125 Nolan Bushnell was not really a hacker, 60 00:04:04,125 --> 00:04:06,000 nor he was merely a dreamer. 61 00:04:06,417 --> 00:04:10,917 He had salesmanship. He had charisma. 62 00:04:10,958 --> 00:04:14,792 He was tall and he was handsome and he was witty 63 00:04:14,792 --> 00:04:17,792 and he could talk a million miles an hour. 64 00:04:17,833 --> 00:04:20,750 The amusement park was not known 65 00:04:20,875 --> 00:04:22,750 as a place that paid a lot of money, 66 00:04:22,917 --> 00:04:26,417 but it was summer in Utah, 67 00:04:26,500 --> 00:04:29,208 girls would come down there, it was a fun job. 68 00:04:29,250 --> 00:04:31,000 I became manager of the whole department. 69 00:04:31,625 --> 00:04:33,625 Nolan Bushnell was, from the very start, 70 00:04:33,625 --> 00:04:36,042 someone hard to be put in a box. 71 00:04:36,208 --> 00:04:40,917 My business mindset really came from a very young age 72 00:04:41,083 --> 00:04:44,250 and it had to do with ham radio. 73 00:04:44,500 --> 00:04:47,625 I decided, literally at 10 years old, 74 00:04:48,042 --> 00:04:50,875 to make adult kinds of money. 75 00:04:51,083 --> 00:04:54,792 Will this early inclination turn into a real business ability? 76 00:04:55,000 --> 00:04:57,333 Nolan Bushnell was a visionary. 77 00:04:57,583 --> 00:05:00,292 Nolan Bushnell was somebody 78 00:05:00,292 --> 00:05:02,167 people wanted to line up and follow. 79 00:05:02,417 --> 00:05:04,250 Business wasn't really his strength. 80 00:05:04,500 --> 00:05:09,125 Nolan Bushnell's strength was in recognizing 81 00:05:09,208 --> 00:05:10,999 something that is neat. 82 00:05:11,833 --> 00:05:13,417 Neat was his word. 83 00:05:13,708 --> 00:05:16,708 Who was Nolan Bushnell according to himself? 84 00:05:17,042 --> 00:05:20,500 I loved technology and things 85 00:05:20,999 --> 00:05:26,125 but I also decided that I wanted to be popular, 86 00:05:26,917 --> 00:05:30,250 and so, for some reason, 87 00:05:30,792 --> 00:05:33,667 I always had an ability to sort of reinvent myself, 88 00:05:33,792 --> 00:05:36,167 I can remember the day I sold my 89 00:05:36,333 --> 00:05:39,333 ham radio transmitter to buy a pair of skis, 90 00:05:39,583 --> 00:05:43,917 you know, which represented kind of a transition in mindset. 91 00:05:44,458 --> 00:05:47,500 But Nolan Bushnell also was a conscious gambler. 92 00:05:47,792 --> 00:05:50,083 I also learned how to spend a lot of money. 93 00:05:50,292 --> 00:05:52,375 For the first three years of college 94 00:05:53,208 --> 00:05:57,875 when I do my budget I would have poker winnings as a line item. 95 00:05:57,999 --> 00:06:00,708 The problem with being good at poker 96 00:06:00,792 --> 00:06:02,958 is that no matter how good you are 97 00:06:03,250 --> 00:06:05,125 there's somebody out there that's better 98 00:06:05,333 --> 00:06:08,375 I was better than all of my fraternity brothers 99 00:06:08,875 --> 00:06:11,167 but I was not better than this one guy 100 00:06:11,417 --> 00:06:15,167 that came down and picked me cleaner than a Christmas goose. 101 00:06:18,500 --> 00:06:22,792 By 1969, Nolan Bushnell looked like he had settled down. 102 00:06:22,917 --> 00:06:25,083 You really learn how to be an engineer your 103 00:06:25,083 --> 00:06:26,333 first year on the job. 104 00:06:26,667 --> 00:06:29,625 Without that first year and a half at Ampex 105 00:06:29,833 --> 00:06:32,208 I don't believe that my approach to 106 00:06:32,417 --> 00:06:34,958 the video game would've been at all the same. 107 00:06:35,083 --> 00:06:38,208 Truth is that the gambler was waiting for another bet. 108 00:06:38,667 --> 00:06:40,917 He actually formed a 109 00:06:40,999 --> 00:06:43,833 club inside of Ampex to invest in the stock market. 110 00:06:43,958 --> 00:06:47,417 Back in those days, individuals didn't invest in the market. 111 00:06:47,667 --> 00:06:49,750 Establishing my own company 112 00:06:49,750 --> 00:06:51,958 and quitting was a whole different thing. 113 00:06:51,999 --> 00:06:54,708 Al Alcorn entered Ampex at nineteen 114 00:06:55,042 --> 00:06:59,042 while Nolan was enticing Ted Dabney into some venture of his. 115 00:06:59,250 --> 00:07:01,917 Ted and I, who was my office mate at Ampex, 116 00:07:02,208 --> 00:07:04,958 were talking about this video game. 117 00:07:05,000 --> 00:07:07,375 Making a coin-operated entertainment device 118 00:07:07,417 --> 00:07:08,500 using a computer. 119 00:07:08,708 --> 00:07:11,917 Nolan was still so impressed by the Space War game 120 00:07:11,917 --> 00:07:13,542 that he copycatted it. 121 00:07:13,708 --> 00:07:17,167 He had designed a game in his own time called Computer Space. 122 00:07:17,333 --> 00:07:19,750 Ted said "Yeah, sounds great, let's do it!" 123 00:07:19,833 --> 00:07:22,083 Nolan thought he was going to have to have 124 00:07:22,125 --> 00:07:23,458 once central computer 125 00:07:23,583 --> 00:07:27,917 and maybe run 10 or 20 games but the economics didn't make sense. 126 00:07:28,250 --> 00:07:30,417 Even mini computers were too expensive. 127 00:07:30,500 --> 00:07:32,958 His first, and fairly academic, approach 128 00:07:32,999 --> 00:07:34,833 wasn't sustainable at all. 129 00:07:34,917 --> 00:07:38,208 He's decided he's gonna try and find a way to 130 00:07:38,583 --> 00:07:40,708 make it something that could be marketable. 131 00:07:41,750 --> 00:07:45,208 Displays at that time were 25,000 dollars, 132 00:07:45,750 --> 00:07:49,000 and I said "Shucks, I can buy a 133 00:07:49,042 --> 00:07:51,125 consumer television set for 100 bucks." 134 00:07:51,417 --> 00:07:54,667 Nolan discovered that computational sustainability 135 00:07:54,999 --> 00:07:56,250 was also an issue. 136 00:07:56,333 --> 00:07:59,583 I was just doing this all in calculations and on paper, 137 00:08:00,292 --> 00:08:05,417 and I had to keep adding functionality to the hardware 138 00:08:06,125 --> 00:08:10,000 to relieve the burden on the minicomputer, 139 00:08:10,208 --> 00:08:13,708 and finally I said this computer is too slow. 140 00:08:13,792 --> 00:08:16,417 And then I had what they called an "Aha!" moment 141 00:08:16,792 --> 00:08:19,458 where I said, "Get rid of the computer, 142 00:08:19,625 --> 00:08:20,999 I'll do it all on hardware." 143 00:08:21,208 --> 00:08:23,417 If you wanted an object on the screen 144 00:08:23,458 --> 00:08:26,708 you had to put some chips into it. 145 00:08:27,167 --> 00:08:30,833 Finally, Space War was going to be a viable arcade game. 146 00:08:31,083 --> 00:08:34,167 Nolan Bushnell was obsessed with getting ahead in life. 147 00:08:34,375 --> 00:08:38,875 When he saw Computer Space or Space War he said, 148 00:08:39,000 --> 00:08:41,625 "You know what, this is new, this is great. 149 00:08:41,750 --> 00:08:43,583 I see it before everyone else does. 150 00:08:43,667 --> 00:08:44,750 I'm gonna ride this wave." 151 00:08:44,917 --> 00:08:47,500 The money-making mindset of Mr. Bushnell 152 00:08:47,542 --> 00:08:49,333 started to work harder than ever. 153 00:08:49,458 --> 00:08:53,333 We started the company with 250 dollars each, 154 00:08:53,417 --> 00:08:57,417 Ted Dabney and myself. We chose Syzygy because 155 00:08:57,667 --> 00:08:59,083 we thought it was a cool name. 156 00:08:59,167 --> 00:09:01,708 We pulled it right out of the dictionary. 157 00:09:01,917 --> 00:09:06,292 Syzygy means an alignment of planets in a solar system. 158 00:09:06,500 --> 00:09:09,917 Even in those early days, Nolan was paving the way 159 00:09:09,999 --> 00:09:12,167 for one of the Silicon Valley evergreen. 160 00:09:12,417 --> 00:09:16,083 He immediately evicts his daughter, Britta, 161 00:09:16,125 --> 00:09:18,708 from her bedroom, and that becomes his workshop. 162 00:09:19,000 --> 00:09:21,667 And cute little Britta gets to sleep in the living room. 163 00:09:21,792 --> 00:09:25,583 I pitched it to Nutting Associates, 164 00:09:25,583 --> 00:09:28,000 who said, "Yeah, I will put this into production, 165 00:09:28,125 --> 00:09:32,292 but also would you come and be our chief engineer?" 166 00:09:32,667 --> 00:09:34,375 People around him didn't get 167 00:09:34,375 --> 00:09:37,042 his new entrepreneurial style at first. 168 00:09:37,333 --> 00:09:39,708 In about 1971, 169 00:09:40,042 --> 00:09:42,083 he resigned from Ampex 170 00:09:42,125 --> 00:09:45,667 to go work with a company called Nutting Associates. 171 00:09:45,792 --> 00:09:47,000 We felt sorry for him. 172 00:09:50,917 --> 00:09:54,042 Computer Space was the ultimate space age thing. 173 00:09:54,458 --> 00:09:57,333 He chose to use a fibreglass cabinet, 174 00:09:57,542 --> 00:09:59,750 very sculpted looking. At the time, modern. 175 00:09:59,917 --> 00:10:01,458 Fortunately for Nolan, 176 00:10:01,500 --> 00:10:04,167 he never sold many of the Computer Spaces. 177 00:10:04,250 --> 00:10:07,833 You can only make one cabinet a day from a tool, from a mould, 178 00:10:08,333 --> 00:10:10,542 so it would be very hard to scale up. 179 00:10:10,667 --> 00:10:11,750 But most of all, 180 00:10:11,958 --> 00:10:15,208 Computer Space was a great learning opportunity. 181 00:10:15,333 --> 00:10:18,417 They put it in a bar called The Dutch Goose. 182 00:10:18,667 --> 00:10:23,875 It did OK because at the Dutch Goose you had geeks. 183 00:10:25,167 --> 00:10:27,917 The early Space War game that ran on the PDP1 184 00:10:28,083 --> 00:10:31,250 was done for computer scientists by computer scientists. 185 00:10:32,917 --> 00:10:35,333 Could a game with such a steep learning curve 186 00:10:35,375 --> 00:10:36,958 be a national success? 187 00:10:37,167 --> 00:10:39,917 Computer Space didn't succeed 188 00:10:39,958 --> 00:10:42,167 in retrospect because it was too complicated a game. 189 00:10:42,208 --> 00:10:48,583 It took a special amount of knowledge of action and reaction 190 00:10:48,708 --> 00:10:52,417 and the way objects operate in free space, 191 00:10:52,417 --> 00:10:55,999 a little bit of knowledge of Newton's second law, 192 00:10:56,708 --> 00:10:57,875 things like that. 193 00:10:57,958 --> 00:11:00,917 It was not a game for the average working-class guy. 194 00:11:01,083 --> 00:11:03,542 They just didn't know what was going on. 195 00:11:03,583 --> 00:11:07,833 And so it did extremely well around college campuses, 196 00:11:07,917 --> 00:11:11,083 did no money at all in a working-class neighbourhood. 197 00:11:11,167 --> 00:11:13,917 Computer Space proved there was a market out there 198 00:11:13,999 --> 00:11:15,125 for video games. 199 00:11:15,208 --> 00:11:16,375 People have said that 200 00:11:16,417 --> 00:11:18,542 Computer Space was a failure - it really wasn't. 201 00:11:18,708 --> 00:11:21,542 It, you know, did about 3 million dollars in sales, 202 00:11:22,000 --> 00:11:24,333 which, you know, not bad. 203 00:11:24,417 --> 00:11:27,833 He immediately doesn't get along very well with his bosses there. 204 00:11:27,999 --> 00:11:31,208 I thought that as I got to know Nutting, 205 00:11:31,333 --> 00:11:34,083 they were not a very clever company. 206 00:11:34,167 --> 00:11:36,167 That became a pattern with Nolan. 207 00:11:36,417 --> 00:11:40,292 He was a great leader, maybe not as much of a follower. 208 00:11:42,000 --> 00:11:43,375 I grew up in San Francisco. 209 00:11:43,500 --> 00:11:46,208 My neighbour, when we were living in the Haight-Ashbury, 210 00:11:46,250 --> 00:11:47,375 had a TV repair shop. 211 00:11:47,750 --> 00:11:51,250 Al Alcorn was the result of putting a typical nerd 212 00:11:51,292 --> 00:11:52,708 in a hippie environment. 213 00:11:54,000 --> 00:11:57,999 I wound up at Cal, University of California, Berkeley. 214 00:11:58,083 --> 00:12:01,125 Now, that was during the 60s. I was very much involved in 215 00:12:01,125 --> 00:12:03,583 all of that stuff too in Berkeley. 216 00:12:03,667 --> 00:12:05,750 Counter culture and technology 217 00:12:05,750 --> 00:12:09,208 were the explosive mixture that made Silicon Valley. 218 00:12:09,333 --> 00:12:14,458 Silicon Valley had started to build its reputation as a 219 00:12:14,999 --> 00:12:17,375 sort of centre of good technology, 220 00:12:17,417 --> 00:12:21,708 and so I felt that it was important to kind of be 221 00:12:21,875 --> 00:12:24,750 at the hub of where things were happening. 222 00:12:25,042 --> 00:12:27,833 Ampex, along with Hewlett Packard and Fairchild, 223 00:12:27,875 --> 00:12:29,875 were the cradle of that new breed. 224 00:12:29,999 --> 00:12:33,208 So in June of 1972 I was working at Ampex 225 00:12:33,375 --> 00:12:35,833 and that is where I met Nolan Bushnell and many other people 226 00:12:35,875 --> 00:12:37,917 that became the core team of Atari. 227 00:12:37,958 --> 00:12:40,583 I thought that he was a brilliant engineer, 228 00:12:40,833 --> 00:12:42,792 and a really good 229 00:12:43,125 --> 00:12:49,125 technologist and so he was my first choice for hire. 230 00:12:49,667 --> 00:12:51,999 Computer Space had made some money for Syzygy, 231 00:12:52,167 --> 00:12:55,208 but nowhere near to Nolan's expectations. 232 00:12:55,333 --> 00:12:57,417 The incompetence of Nutting 233 00:12:58,083 --> 00:12:59,750 gave me the encouragement to say, 234 00:12:59,792 --> 00:13:02,167 "Hey, I couldn't mess it up more than these bozos." 235 00:13:02,250 --> 00:13:03,042 [laughs] 236 00:13:03,208 --> 00:13:07,042 Syzygy was already in use so we had to choose another name 237 00:13:07,625 --> 00:13:09,375 and we chose Atari. 238 00:13:09,917 --> 00:13:13,042 Nolan Bushnell, the Silicon Valley entrepreneur, 239 00:13:13,250 --> 00:13:14,999 went for his first hiring. 240 00:13:15,542 --> 00:13:18,500 He offered me a thousand dollar a month salary, 241 00:13:18,500 --> 00:13:21,292 which was less than I was making at Ampex, 242 00:13:21,542 --> 00:13:23,208 and he offered me stock in the company, 243 00:13:23,250 --> 00:13:25,500 which I considered to be worthless. 244 00:13:25,625 --> 00:13:29,292 What was convincing Alcorn was the new company spirit. 245 00:13:29,625 --> 00:13:32,500 We were young and we had an attitude that, 246 00:13:32,625 --> 00:13:34,875 hey, if we took this chance it would be fun. 247 00:13:34,917 --> 00:13:38,167 Nolan gut was telling him they were going to be big. 248 00:13:38,250 --> 00:13:39,999 Nolan kept telling me, oh, we're going to be a 249 00:13:40,000 --> 00:13:42,667 million dollar company. I thought he was crazy. 250 00:13:42,917 --> 00:13:43,999 [laughs] 251 00:13:44,042 --> 00:13:45,375 it would fail in a year or two. 252 00:13:45,417 --> 00:13:46,792 I'd go back to Ampex and everything 253 00:13:46,792 --> 00:13:49,042 would be fine and I'd actually learned a lot. 254 00:13:49,042 --> 00:13:51,208 A new kind of workplace was taking shape, 255 00:13:51,250 --> 00:13:53,999 a kind which was going to be very popular. 256 00:13:54,042 --> 00:13:57,667 At Ampex you showed up at 8 o'clock in the morning, 257 00:13:57,667 --> 00:13:59,458 you left at 5 o'clock in the evening, 258 00:13:59,500 --> 00:14:00,917 you had a one hour lunch. 259 00:14:00,999 --> 00:14:03,583 You didn't wear blue jeans, you dressed in slacks, 260 00:14:03,625 --> 00:14:05,292 and a white shirt, maybe a tie, 261 00:14:05,333 --> 00:14:06,417 maybe you wore a lab coat. 262 00:14:06,458 --> 00:14:08,333 You stayed there your whole life, and you got 263 00:14:08,375 --> 00:14:11,042 a gold watch, you got retirement and a pension. 264 00:14:11,083 --> 00:14:12,250 I was from Berkeley, I mean... 265 00:14:12,333 --> 00:14:14,583 It was pretty clear what was going on, 266 00:14:14,583 --> 00:14:16,625 at least in Nolan's mind. 267 00:14:16,708 --> 00:14:21,792 We decided that we were going to have a New Age company, 268 00:14:21,958 --> 00:14:24,958 a company of the Age of Aquarius where 269 00:14:24,999 --> 00:14:28,375 employees were going to be treated as human beings. 270 00:14:28,417 --> 00:14:34,708 And we were going to be focused on results, not process. 271 00:14:35,083 --> 00:14:36,917 We were going to build a product and 272 00:14:36,958 --> 00:14:38,542 the product would speak for itself. 273 00:14:38,583 --> 00:14:41,625 We had a very, very flat organization structure, 274 00:14:41,625 --> 00:14:43,625 way before it was fashionable. 275 00:14:44,000 --> 00:14:45,999 Today everybody wants to start a company, 276 00:14:45,999 --> 00:14:48,250 but back then it just wasn't done. 277 00:14:56,500 --> 00:14:58,500 Ralph Bear is a fascinating man. 278 00:14:58,625 --> 00:15:00,083 Largely self-educated, 279 00:15:00,125 --> 00:15:02,500 but with some education in radio technology, 280 00:15:02,542 --> 00:15:06,167 and became the quintessential inventor. 281 00:15:06,250 --> 00:15:09,417 Ralph Baer had nothing to do with the Age of Aquarius. 282 00:15:09,792 --> 00:15:13,542 I had the initial concept of doing something interactive 283 00:15:13,792 --> 00:15:16,417 it was just a matter of putting patterns up there, 284 00:15:16,458 --> 00:15:18,667 manipulating patterns, moving them around. 285 00:15:18,708 --> 00:15:22,542 In 1966 he was heading 500 people at Sanders, 286 00:15:22,583 --> 00:15:24,833 a giant military contractor. 287 00:15:25,083 --> 00:15:28,667 One day he's at a bus station and he sees a TV and he thinks, 288 00:15:28,792 --> 00:15:31,208 "Oh my gosh what can you do with a TV 289 00:15:31,208 --> 00:15:33,458 besides just watch lame shows on it?" 290 00:15:33,625 --> 00:15:36,792 I wrote a four page paper on September 1st 291 00:15:36,833 --> 00:15:38,917 of '66, that lays it all out. 292 00:15:38,999 --> 00:15:40,917 It describes lots of different games 293 00:15:41,250 --> 00:15:43,750 and the interaction between a game and the television set 294 00:15:43,792 --> 00:15:45,250 and some of the technology. 295 00:15:46,625 --> 00:15:49,750 He had no issue in putting someone on the job. 296 00:15:49,917 --> 00:15:52,458 I took a technician, put him in a second room, 297 00:15:52,458 --> 00:15:54,042 and let him work on something. 298 00:15:56,250 --> 00:15:59,417 Basically I was asked, questions like, "Are you still 299 00:15:59,458 --> 00:16:01,250 screwing around with this stuff?" 300 00:16:04,333 --> 00:16:05,958 That is the kind of support I got. 301 00:16:06,250 --> 00:16:07,792 [laughs] 302 00:16:08,167 --> 00:16:10,999 The hardest task was finding a manufacturer 303 00:16:11,000 --> 00:16:12,417 to sell this idea to. 304 00:16:12,500 --> 00:16:16,000 We had RCV, Motorola, Magnavox, 305 00:16:16,042 --> 00:16:18,625 many others, producing television sets, 306 00:16:18,875 --> 00:16:20,833 and they all said it was great, 307 00:16:20,875 --> 00:16:23,750 except nobody did anything except Magnavox 308 00:16:24,458 --> 00:16:26,833 Out of that came the Magnavox Odyssey game 309 00:16:26,875 --> 00:16:32,333 which first came out and was sold publicly of May 1972. 310 00:16:32,708 --> 00:16:35,208 Odyssey came out in the same days in which 311 00:16:35,208 --> 00:16:37,208 Al Alcorn was stepping in. 312 00:16:37,417 --> 00:16:39,417 We had gotten a contract 313 00:16:39,417 --> 00:16:41,875 with Bally Manufacturing to build a driving game, 314 00:16:42,083 --> 00:16:46,708 but I felt that that was too difficult of a problem 315 00:16:46,750 --> 00:16:49,750 to have Al start to work on. 316 00:16:49,875 --> 00:16:52,792 Somebody had said there's a video game 317 00:16:53,042 --> 00:16:54,958 being showed in Burlingame, 318 00:16:55,750 --> 00:16:58,500 and I thought, "Oh boy, I've got competition. 319 00:16:58,542 --> 00:17:00,500 The video game business was ours!" 320 00:17:00,583 --> 00:17:02,792 There's a lot of controversy over who was 321 00:17:02,833 --> 00:17:04,417 the real father of Pong. 322 00:17:05,125 --> 00:17:07,667 I went into the Magnavox 323 00:17:07,667 --> 00:17:10,083 demonstration lab and there was Odyssey. 324 00:17:10,208 --> 00:17:11,167 I'll show you. 325 00:17:11,333 --> 00:17:13,292 I said well, there's no competition here, 326 00:17:13,458 --> 00:17:16,083 so I went back and that was actually the 327 00:17:16,083 --> 00:17:18,333 first day that Al Alcorn showed up. 328 00:17:18,375 --> 00:17:19,375 Pay attention. 329 00:17:19,458 --> 00:17:20,875 While staring at Odyssey, 330 00:17:20,917 --> 00:17:24,667 Nolan started to frame some basic aspects of video gaming. 331 00:17:24,792 --> 00:17:29,917 The striking of the ball had no offensive aspect to it, 332 00:17:30,083 --> 00:17:31,708 it was simply blocking it, 333 00:17:31,792 --> 00:17:35,708 which is ultimately boring. 334 00:17:36,333 --> 00:17:37,542 It's not that fast. 335 00:17:37,583 --> 00:17:40,625 The motion in general was not crisp, 336 00:17:40,708 --> 00:17:44,917 there was no sound, there was no score. 337 00:17:44,958 --> 00:17:48,375 I said, you know, if I were going to do 338 00:17:48,417 --> 00:17:51,208 a game like that, this is how I'd do it. 339 00:17:51,583 --> 00:17:54,042 Eventually, Nolan showed another key element 340 00:17:54,083 --> 00:17:56,750 of the Silicon Valley way: ruthlessness. 341 00:17:56,875 --> 00:17:58,792 People say, oh I shouldn't do that 342 00:17:58,917 --> 00:18:01,500 because someone else may have patented it or something. 343 00:18:01,583 --> 00:18:04,542 Unless you are directly stealing somebody else's concept, 344 00:18:04,917 --> 00:18:08,625 go for it and resolve it later. That's what we did. 345 00:18:08,708 --> 00:18:11,333 The gentlemen's disagreement that started with Pong 346 00:18:11,458 --> 00:18:14,500 had grown to include the very concept of the video game. 347 00:18:14,750 --> 00:18:16,458 It was a totally different 348 00:18:16,667 --> 00:18:18,667 architecture, different approach. 349 00:18:18,792 --> 00:18:20,083 The only similarity was a 350 00:18:20,083 --> 00:18:22,167 moving spot on a cathode ray tube. 351 00:18:22,250 --> 00:18:25,625 Whether video games are produced technically 352 00:18:25,833 --> 00:18:28,500 by one form of technology or another 353 00:18:28,583 --> 00:18:29,708 is totally irrelevant. 354 00:18:29,917 --> 00:18:32,708 There is no question that I am the original inventor 355 00:18:32,833 --> 00:18:33,833 of home games. 356 00:18:33,958 --> 00:18:36,792 The record is clear. There is a four page document. 357 00:18:36,875 --> 00:18:39,999 On the other hand, Bushnell and associates, 358 00:18:40,000 --> 00:18:44,667 like Al Alcorn, Ted Debney, Steve Bristow and others, 359 00:18:44,917 --> 00:18:48,999 were basically inspired by Nolan to do what? 360 00:18:49,000 --> 00:18:51,833 To put a coin slot on the Space War game. 361 00:18:51,917 --> 00:18:54,458 Bushnell tends to see the broader picture. 362 00:18:56,917 --> 00:19:02,333 The reality is that Pong was successful and Odyssey wasn't. 363 00:19:02,417 --> 00:19:08,375 William Higinbotham did a ping-pong type game in 1958 364 00:19:08,625 --> 00:19:10,667 and there were all kinds of ping-pong games 365 00:19:10,708 --> 00:19:13,083 on the computer, on PDP1, in the middle 60s 366 00:19:13,208 --> 00:19:16,625 so, you know, come on, it's silly. 367 00:19:16,875 --> 00:19:19,500 What is sure is that Mr Baer patented his ideas 368 00:19:19,542 --> 00:19:21,958 and Mr Bushnell did not for a long time. 369 00:19:22,042 --> 00:19:24,000 The problem is that Ralph, 370 00:19:24,042 --> 00:19:26,125 despite all of his many strengths, 371 00:19:26,250 --> 00:19:28,917 really didn't have a concept on how to make things fun. 372 00:19:30,667 --> 00:19:32,500 The Odyssey sucked as a game console 373 00:19:32,583 --> 00:19:35,917 By 1973, Nolan Bushnell's mind-set 374 00:19:35,958 --> 00:19:38,333 was prevailing over any competition. 375 00:19:38,417 --> 00:19:43,458 I think my games were very, very good, they were cheap enough 376 00:19:44,083 --> 00:19:48,917 and they were commercial. And I think I'm the commercial daddy. 377 00:19:49,083 --> 00:19:50,083 [laughs] 378 00:19:50,167 --> 00:19:51,708 It really wasn't until Atari 379 00:19:51,750 --> 00:19:53,875 came around that even ping-pong became fun. 380 00:19:53,958 --> 00:19:54,958 C'est la vie. 381 00:19:58,875 --> 00:20:02,917 When Nolan hired me to design the next video game 382 00:20:03,333 --> 00:20:06,833 apparently he wanted me to get practice. 383 00:20:07,292 --> 00:20:09,708 He thought of the very simplest game 384 00:20:09,999 --> 00:20:11,583 he could think of, which became Pong 385 00:20:11,667 --> 00:20:15,042 which is just one object moving, two score digits and some sound 386 00:20:15,250 --> 00:20:16,417 couldn't be any simpler. 387 00:20:17,000 --> 00:20:18,667 I did not think it was marketable. 388 00:20:19,583 --> 00:20:21,208 The arcades at the time, 389 00:20:21,292 --> 00:20:25,500 they were all about flying, or driving, or shooting 390 00:20:25,667 --> 00:20:26,667 [laughs] 391 00:20:27,333 --> 00:20:28,917 Being the role model for many 392 00:20:28,917 --> 00:20:30,958 Silicon Valley entrepreneurs to come, 393 00:20:31,500 --> 00:20:33,958 Nolan manipulated his first employee. 394 00:20:34,167 --> 00:20:36,583 I told him that we were trying for 395 00:20:36,625 --> 00:20:39,000 a contract with General Electric. 396 00:20:39,417 --> 00:20:42,999 He told me that he had a contract for a home game. 397 00:20:43,917 --> 00:20:45,833 The fact that nobody from General Electric 398 00:20:45,875 --> 00:20:47,999 ever called or came by or wrote a letter 399 00:20:48,458 --> 00:20:49,417 didn't occur to me. 400 00:20:49,667 --> 00:20:51,875 Al Alcorn proved sufficiently smart. 401 00:20:52,333 --> 00:20:58,458 It took Al less than a week to get the Pong game going. 402 00:20:58,750 --> 00:21:03,042 He basically took a basic Computer Space set of 403 00:21:03,042 --> 00:21:05,208 circuitries for the sync and everything like that. 404 00:21:05,333 --> 00:21:06,875 Frankly, it was kind of a failure. 405 00:21:06,917 --> 00:21:09,167 I had 75 chips in this thing 406 00:21:09,333 --> 00:21:11,375 and it couldn't really exist to be more 407 00:21:11,417 --> 00:21:13,500 than 10 chips to be a home product. 408 00:21:13,792 --> 00:21:16,167 But Nolan didn't tell me he was going to throw it away. 409 00:21:16,917 --> 00:21:18,458 The most notable feature in the 410 00:21:18,500 --> 00:21:20,375 game was that it was challenging. 411 00:21:20,708 --> 00:21:23,792 Alcorn segmented the paddle and depending 412 00:21:23,833 --> 00:21:25,583 on which part of the paddle hit the ball 413 00:21:25,750 --> 00:21:28,083 the ball would, would go in different directions. 414 00:21:28,125 --> 00:21:31,333 You have the highest risk of missing the ball 415 00:21:31,750 --> 00:21:35,375 and yet it's the most effective shot back. 416 00:21:36,083 --> 00:21:39,583 That's probably the one characteristic 417 00:21:39,625 --> 00:21:41,542 that really, really made Pong 418 00:21:42,000 --> 00:21:43,917 a commercially successful product. 419 00:21:44,250 --> 00:21:47,125 They were shaping the paradigm of the perfect gameplay. 420 00:21:47,458 --> 00:21:52,292 The other things that we did to make Pong a good game 421 00:21:52,708 --> 00:21:56,250 was speed up after a number of volleys 422 00:21:56,750 --> 00:22:00,042 The game got harder as you played longer. 423 00:22:00,417 --> 00:22:02,458 It got very, very hard to play. 424 00:22:02,667 --> 00:22:04,750 The sound discussion showed how an Age of 425 00:22:04,750 --> 00:22:07,875 Aquarius company solves important issues. 426 00:22:08,042 --> 00:22:09,999 There was no sound and then Nolan 427 00:22:10,000 --> 00:22:11,167 said, well, it's gotta have sound. 428 00:22:11,208 --> 00:22:14,375 I said, "Really? What kind of sound do you want?" 429 00:22:14,458 --> 00:22:16,375 And he said, "Well I'd like the sound of a 430 00:22:16,417 --> 00:22:18,750 crowd cheering when you get a point." 431 00:22:19,292 --> 00:22:20,583 I didn't know how to do that. 432 00:22:20,833 --> 00:22:22,583 Horizontal management brings along 433 00:22:22,625 --> 00:22:24,167 the risk of getting backtalk. 434 00:22:24,417 --> 00:22:26,583 It took about one and a half chips to 435 00:22:26,625 --> 00:22:28,917 do all that sound. Nolan didn't like it 436 00:22:29,000 --> 00:22:30,417 but I said if you want to change it, 437 00:22:30,417 --> 00:22:31,875 then you do it. I'm not going to do it. 438 00:22:32,625 --> 00:22:34,375 Once Pong arrived it seemed to be 439 00:22:34,375 --> 00:22:36,583 reasonable to test it on the ground. 440 00:22:36,833 --> 00:22:40,083 Ted Dabney built a cabinet for this prototype over the weekend. 441 00:22:40,292 --> 00:22:42,167 It only said the word Pong on it. There 442 00:22:42,208 --> 00:22:44,208 were no instructions, there was a coin box 443 00:22:44,708 --> 00:22:48,792 a television set, the name Pong and two controls. 444 00:22:49,292 --> 00:22:53,833 We put it in the Andy Caps tavern in Sunnyvale. 445 00:22:53,917 --> 00:22:55,833 Nolan and I had a beer and watched it. 446 00:22:55,833 --> 00:22:57,625 Somebody came over and played it. 447 00:22:57,833 --> 00:22:59,083 Approaching the game seemed to be 448 00:22:59,125 --> 00:23:01,000 very simple to the people around it. 449 00:23:01,250 --> 00:23:03,458 And Nolan asked this guy, "How did you like it?" 450 00:23:04,083 --> 00:23:05,750 He said, "I know all about it, I know 451 00:23:05,792 --> 00:23:07,042 the guys who invented this thing." 452 00:23:07,500 --> 00:23:09,417 We said, save the bullshit for the girls. 453 00:23:09,750 --> 00:23:12,417 Nolan immediately left for Chicago 454 00:23:12,500 --> 00:23:16,083 which was the amusement capital of the world at the time. 455 00:23:16,292 --> 00:23:18,667 Nolan thought he could sell the idea to Bally 456 00:23:18,708 --> 00:23:21,333 which was a big name in the arcade business. 457 00:23:21,458 --> 00:23:23,500 Al gets a call in the middle of the night from, 458 00:23:23,542 --> 00:23:25,583 from the manager at Andy Capp's Tavern who says, 459 00:23:25,750 --> 00:23:27,958 "Your machine's broken. Can you come fix it? 460 00:23:28,125 --> 00:23:30,458 Turns out it was so stuffed full of quarters 461 00:23:30,708 --> 00:23:32,708 no one could, could get any more money in. 462 00:23:32,833 --> 00:23:34,500 The coin box was filled with quarters. 463 00:23:34,542 --> 00:23:35,958 Absolutely filled with quarters. 464 00:23:36,083 --> 00:23:37,500 I put them in my pockets, 465 00:23:37,667 --> 00:23:39,999 I said "Gee, if that ever happens again, 466 00:23:39,999 --> 00:23:42,125 you give me a call. I can fix that." 467 00:23:42,292 --> 00:23:45,458 People's behaviour around Pong was changing rapidly. 468 00:23:45,583 --> 00:23:47,750 The barkeep said the most important thing and 469 00:23:47,792 --> 00:23:50,375 this is, this is the key, this is the real key: 470 00:23:50,625 --> 00:23:52,083 he said "It's the strangest thing, 471 00:23:52,125 --> 00:23:53,500 I've never seen this before. 472 00:23:53,667 --> 00:23:55,833 This morning I came to open the bar 473 00:23:55,917 --> 00:23:57,458 and there were people waiting outside 474 00:23:57,999 --> 00:24:00,999 and they didn't order drinks. They came to play that game." 475 00:24:01,292 --> 00:24:03,750 I told Nolan what had happened. Nolan said, 476 00:24:03,792 --> 00:24:05,833 "Very interesting, very interesting..." 477 00:24:05,999 --> 00:24:08,083 Suddenly Nolan changed his mind and 478 00:24:08,125 --> 00:24:10,083 wanted to keep the game for himself. 479 00:24:10,500 --> 00:24:13,292 The company business model had to change accordingly. 480 00:24:14,583 --> 00:24:17,083 When we started Atari, the plan, the business 481 00:24:17,083 --> 00:24:19,292 plan, was to do consulting engineering. 482 00:24:19,542 --> 00:24:21,708 We wouldn't be involved with manufacturing 483 00:24:21,708 --> 00:24:23,250 or sales, or any of that stuff. 484 00:24:23,458 --> 00:24:25,208 Building prototypes is one thing, 485 00:24:25,208 --> 00:24:27,417 manufacturing is a wholly different thing. 486 00:24:27,667 --> 00:24:30,917 Atari was started in a little shop 487 00:24:30,958 --> 00:24:35,167 in Santa Clara on Scott Boulevard. 488 00:24:35,333 --> 00:24:36,792 I had a little lab where I did my 489 00:24:36,792 --> 00:24:39,583 engineering and we manufactured right there. 490 00:24:39,708 --> 00:24:42,625 We had no money to fund any of this, and no space. 491 00:24:42,667 --> 00:24:44,875 I come home and tell my wife that Nolan's crazy. 492 00:24:45,000 --> 00:24:49,792 He wants to build a 100 Pongs a day. He's insane. But we did. 493 00:24:50,042 --> 00:24:52,292 Within two years we became bigger than Bally. 494 00:24:52,542 --> 00:24:54,667 Nolan and his associates had the chance 495 00:24:54,708 --> 00:24:57,458 to speculate about Pong's success. 496 00:24:57,542 --> 00:25:01,083 The instructions were "avoid missing ball for high score." 497 00:25:01,208 --> 00:25:03,625 You didn't have to worry about this button 498 00:25:03,667 --> 00:25:05,833 gives you thrust, this button fires 499 00:25:05,875 --> 00:25:07,625 and this button does this and that button does that. 500 00:25:07,792 --> 00:25:09,792 It didn't have a lot of naked ladies on it. 501 00:25:09,833 --> 00:25:11,917 It was very appealing to women and men, 502 00:25:12,042 --> 00:25:15,250 and the other very important thing, it was 25 cents a play. 503 00:25:15,292 --> 00:25:17,625 Video games were new and were about to change 504 00:25:17,667 --> 00:25:19,792 the arcade's environment for a long time. 505 00:25:19,958 --> 00:25:23,667 Andy Capp's Tavern is one of those bars where you 506 00:25:23,833 --> 00:25:26,208 eat your peanuts and spit the shells on the ground. 507 00:25:26,417 --> 00:25:27,750 A lot of these games were going into 508 00:25:27,750 --> 00:25:29,500 bars where people had had six beers. 509 00:25:29,875 --> 00:25:32,125 They were not kid-friendly places. 510 00:25:32,333 --> 00:25:34,292 Video games appealed to kids and to 511 00:25:34,333 --> 00:25:36,500 the nerdy ones more than anyone else. 512 00:25:36,583 --> 00:25:39,083 I saw this game and I said, "Oh my god, 513 00:25:39,083 --> 00:25:42,125 you can make a game on a television set. 514 00:25:42,250 --> 00:25:43,792 Who would've ever thought of that?" 515 00:25:44,500 --> 00:25:47,292 Atari was bringing out the first arcade game industry. 516 00:25:47,500 --> 00:25:50,875 Really, Pong was the first game to reach the mass consciousness, 517 00:25:50,917 --> 00:25:53,125 showing some of the potential 518 00:25:53,125 --> 00:25:55,333 of this new medium of video games. 519 00:25:55,917 --> 00:25:58,250 Video games delivered the possibility of 520 00:25:58,250 --> 00:26:01,000 an alternative world in the hands of kids. 521 00:26:01,250 --> 00:26:04,250 I built my own little pong game and Steve Jobs said, 522 00:26:04,417 --> 00:26:06,792 "Wow, Atari!" Steve went down and got a job. 523 00:26:06,958 --> 00:26:10,167 They put him on a night shift where they would design games 524 00:26:10,250 --> 00:26:12,500 and I got to go down there and see their newest stuff. 525 00:26:12,542 --> 00:26:14,750 I was in, I was in heaven in those days. 526 00:26:16,708 --> 00:26:19,667 Atari grew very rapidly after Pong. 527 00:26:19,708 --> 00:26:23,958 By the end of 1973, we sold over a 1 million dollars worth 528 00:26:23,999 --> 00:26:28,292 of equipment. In 1974, probably 3 or 4 million. 529 00:26:28,333 --> 00:26:30,583 We couldn't build them fast enough. So we 530 00:26:30,583 --> 00:26:33,333 expanded, we rented an old roller skating rink. 531 00:26:33,583 --> 00:26:35,667 All the existing coin-op operators 532 00:26:35,708 --> 00:26:38,458 immediately jumped aboard the new technology. 533 00:26:38,708 --> 00:26:44,208 Atari probably sold less than 20 per cent of 534 00:26:44,292 --> 00:26:46,667 the Pong games in the coin-operated world. 535 00:26:46,875 --> 00:26:49,542 We were heavily, heavily copied. There were, 536 00:26:49,542 --> 00:26:54,500 at one time, 23 Pong-type manufacturers. 537 00:26:55,167 --> 00:26:57,708 Nutting Associates had Computer 538 00:26:57,750 --> 00:27:01,042 Space Ball, Williams had TV Tennis 539 00:27:01,208 --> 00:27:03,583 and they were all copies of our game. 540 00:27:03,833 --> 00:27:06,875 Bally and Midway both came out with their own versions of Pong. 541 00:27:07,000 --> 00:27:09,292 Nolan Bushnell had his means to undermine 542 00:27:09,333 --> 00:27:12,333 competition, which became a Silicon Valley classic. 543 00:27:12,750 --> 00:27:17,208 Our strategy was to be the most innovative 544 00:27:17,208 --> 00:27:20,875 and the most clever company around. 545 00:27:21,083 --> 00:27:23,708 What we had was the ability to design 546 00:27:23,750 --> 00:27:25,500 new games which our competition didn't. 547 00:27:25,542 --> 00:27:28,208 But it was very hard to design these games because 548 00:27:28,208 --> 00:27:30,792 we were busy trying to make Pongs at the same time. 549 00:27:30,958 --> 00:27:33,625 Atari started hiring people at full speed. 550 00:27:33,833 --> 00:27:36,500 I came over and I thought: "Oh, man, this looks pretty fun." 551 00:27:36,542 --> 00:27:38,917 I dressed up, I wore a suit, and I went to the interview, 552 00:27:39,125 --> 00:27:41,292 and I walked in and he's wearing like 553 00:27:41,333 --> 00:27:43,000 a T-shirt and blue jeans and I said, 554 00:27:43,250 --> 00:27:45,375 "Thank God!" and I pulled of my tie. 555 00:27:45,417 --> 00:27:48,417 It wasn't corporate, it was a very casual place. 556 00:27:48,625 --> 00:27:49,875 That was great! [laughs] 557 00:27:50,333 --> 00:27:52,375 Atari brought the Silicon Valley informal 558 00:27:52,417 --> 00:27:54,458 style to a whole different level. 559 00:27:54,625 --> 00:27:56,708 There were parties every Friday, and 560 00:27:56,708 --> 00:27:59,125 people would just get together and talk 561 00:27:59,125 --> 00:28:03,583 and go around and play each other's games, give them ideas. 562 00:28:03,833 --> 00:28:05,875 Nolan was starting to fulfil his vision 563 00:28:05,917 --> 00:28:07,917 of an Aquarian technology company. 564 00:28:08,083 --> 00:28:12,958 Our creative manifesto was to always take the technology 565 00:28:13,042 --> 00:28:17,125 that was possible and turn it into a game. 566 00:28:17,500 --> 00:28:21,375 The first change was actually Pong Doubles. 567 00:28:21,375 --> 00:28:25,083 Then we did a game called Space Race 568 00:28:25,292 --> 00:28:27,500 and then came Gotcha, and then came 569 00:28:27,542 --> 00:28:29,958 Spike, and Volleyball and then Trak 10. 570 00:28:30,083 --> 00:28:31,792 Technical limitations brought to 571 00:28:31,833 --> 00:28:33,958 small teams and fast development. 572 00:28:33,999 --> 00:28:36,292 A team typically consisted of the 573 00:28:36,333 --> 00:28:40,042 programmer, a technician and an engineer. 574 00:28:40,333 --> 00:28:42,875 Your options of what you could do were somewhat limited. 575 00:28:42,917 --> 00:28:44,917 The first thing you had to do was to figure 576 00:28:44,958 --> 00:28:46,667 out whether or not you could display 577 00:28:46,708 --> 00:28:48,417 what you wanted to show in this game. 578 00:28:48,625 --> 00:28:50,458 In this environment the mantra for 579 00:28:50,500 --> 00:28:52,542 the perfect game started to spread. 580 00:28:52,833 --> 00:28:55,917 Nolan said it has to be easy to learn and difficult to master. 581 00:28:56,042 --> 00:28:59,125 The old games are popular because they did gameplay well. 582 00:28:59,708 --> 00:29:01,917 They thought about how easy it was to do 583 00:29:01,917 --> 00:29:04,583 something interesting in your first experience, 584 00:29:04,875 --> 00:29:06,375 and how there was something to learn, 585 00:29:06,417 --> 00:29:07,958 there was a reason to keep playing it. 586 00:29:08,083 --> 00:29:10,500 One bright day the revolving doors at Atari 587 00:29:10,542 --> 00:29:12,792 brought in the Silicon Valley icon to be. 588 00:29:13,083 --> 00:29:14,083 Steve Jobs. 589 00:29:14,333 --> 00:29:18,750 I never expected that his company would 590 00:29:18,750 --> 00:29:21,042 be as big and successful as it is, 591 00:29:21,750 --> 00:29:25,333 as I had a chance to own a third of it for 592 00:29:25,417 --> 00:29:29,000 50,000 dollars and I said no. I've regretted that. 593 00:29:29,417 --> 00:29:30,500 [laughs] 594 00:29:30,583 --> 00:29:32,625 Steve was put on a new game. 595 00:29:33,125 --> 00:29:34,792 You know, I didn't sleep a wink last night. 596 00:29:34,999 --> 00:29:38,000 I needed an engineer to work on Breakout for me. 597 00:29:38,250 --> 00:29:40,000 Nolan didn't know that Steve was not 598 00:29:40,000 --> 00:29:42,125 an engineer. He could not really design games. 599 00:29:42,208 --> 00:29:44,333 Steve Jobs came to me one day and he said, Nolan Bushnell 600 00:29:44,333 --> 00:29:47,458 founder of Atari, wants a one player version of Pong. 601 00:29:47,667 --> 00:29:50,708 Breakout was the testbed of the Apple successful duo. 602 00:29:50,917 --> 00:29:53,375 Breakout was, was an amazing thing because 603 00:29:53,667 --> 00:29:55,375 it was one of those games that just has hung 604 00:29:55,375 --> 00:29:57,167 around as one of the classics of all time. 605 00:29:57,250 --> 00:30:00,000 Atari had distributors all around the world and 606 00:30:00,042 --> 00:30:02,750 in Japan they relied on a company called Namco. 607 00:30:02,917 --> 00:30:07,458 Masaya Nakamura, the president of Namco saw the 608 00:30:07,500 --> 00:30:10,417 Yakuza coming out with Breakout knock-offs 609 00:30:10,917 --> 00:30:13,542 and he went to Nolan and said, "I need more 610 00:30:13,583 --> 00:30:17,125 copies and I need them now," and Nolan said no. 611 00:30:17,500 --> 00:30:19,708 Rumours had it that Nolan was unable to 612 00:30:19,708 --> 00:30:22,292 speak or to think clearly on that occasion. 613 00:30:22,500 --> 00:30:24,417 Nolan had been out partying pretty hard by the 614 00:30:24,417 --> 00:30:27,125 time that he, that he finally tracked Nolan down. 615 00:30:27,917 --> 00:30:30,999 Pretty soon Namco chose to work with Bally and Midway, 616 00:30:31,292 --> 00:30:34,042 and so years later of course you see Pac-man come. 617 00:30:34,417 --> 00:30:37,125 Still, in the USA, the coin-op industry was 618 00:30:37,125 --> 00:30:40,167 held as one and the same with organized crime. 619 00:30:40,292 --> 00:30:46,500 It was kind of run by mob types. Or claimed to be. 620 00:30:46,583 --> 00:30:49,250 Indeed the industry had a bad reputation. 621 00:30:49,500 --> 00:30:51,917 In fact, when we started Atari we tried 622 00:30:51,958 --> 00:30:54,167 to go to the bank to get a loan for money 623 00:30:54,167 --> 00:30:56,375 and they basically turned us down because 624 00:30:56,417 --> 00:30:58,333 they assumed it was a bad industry. 625 00:30:58,542 --> 00:31:00,999 The bad industry had recurring meetings and dinners 626 00:31:01,167 --> 00:31:03,667 but one time Bushnell had another commitment. 627 00:31:04,042 --> 00:31:06,625 Nolan couldn't go, and he said, "Al, I want you to go." 628 00:31:06,750 --> 00:31:07,708 I took my wife, 629 00:31:07,792 --> 00:31:09,708 and we were sitting at a table with 630 00:31:09,708 --> 00:31:11,625 an older couple that were operators, 631 00:31:12,042 --> 00:31:14,750 and I introduced myself from Atari and 632 00:31:14,792 --> 00:31:17,417 the guy said, "Oh you're from Atari!" 633 00:31:17,625 --> 00:31:19,167 He reaches in his pocket and pulls 634 00:31:19,208 --> 00:31:21,999 out a pistol, puts it on the table. 635 00:31:22,208 --> 00:31:24,833 He said, "You know you're operating in my territory." 636 00:31:25,042 --> 00:31:27,250 I said, "Well, we're going to stop right now!" 637 00:31:27,417 --> 00:31:28,083 [laughs] 638 00:31:28,250 --> 00:31:31,875 I went back and I told Nolan that guy pulled a gun on me! 639 00:31:32,083 --> 00:31:33,708 "Oh he wasn't going to shoot you." 640 00:31:33,750 --> 00:31:36,999 "I'm not going to those things anymore, OK?!" 641 00:31:37,792 --> 00:31:39,750 Although being successful as a new 642 00:31:39,792 --> 00:31:43,083 company, Atari was always chasing money. 643 00:31:43,208 --> 00:31:46,208 When you're growing at double and sometimes 644 00:31:46,250 --> 00:31:49,125 triple digit rates, you need a lot of cash. 645 00:31:49,583 --> 00:31:53,750 We were just grabbing a tiger by the tail. 646 00:31:53,917 --> 00:31:56,167 At the same time, Nolan's management 647 00:31:56,208 --> 00:31:57,875 skills were on the learning curve. 648 00:31:58,542 --> 00:32:01,292 in a year and a half I went through four different 649 00:32:01,292 --> 00:32:03,542 presidents and I fired every one of them 650 00:32:03,958 --> 00:32:06,833 and finally I said okay, I am pretty bad, 651 00:32:06,875 --> 00:32:08,792 but I'm better than any of these yokels. 652 00:32:08,875 --> 00:32:11,542 The unwritten law of the coin-op business was that 653 00:32:11,542 --> 00:32:14,250 when you've got a distributor you could not have two. 654 00:32:14,333 --> 00:32:17,208 They took a bunch of Atari expatriates and said, 655 00:32:17,250 --> 00:32:19,417 "OK, just go into that building down the street, 656 00:32:19,833 --> 00:32:23,583 and call it Key Games and make the best games you can." 657 00:32:23,625 --> 00:32:26,333 And Tank, Tank of course was their masterpiece. 658 00:32:26,667 --> 00:32:28,875 When Atari and Kee Games merged back 659 00:32:28,917 --> 00:32:31,167 together, Joe Keenan became president. 660 00:32:31,417 --> 00:32:34,167 Joe Keenan actually came up through the ranks and 661 00:32:34,167 --> 00:32:36,833 he turned out to be the president that I needed. 662 00:32:37,083 --> 00:32:39,833 Nolan's attitude towards competition showed up in 663 00:32:39,875 --> 00:32:42,542 a meeting about the future of video game industry. 664 00:32:42,750 --> 00:32:45,333 I was not asked to participate, and it really, 665 00:32:45,417 --> 00:32:49,000 really pissed me off. I mean, I was fuming. 666 00:32:49,167 --> 00:32:53,833 And so halfway through I stood up and said, 667 00:32:54,083 --> 00:32:56,708 "You guys are all a bunch of crooks and 668 00:32:56,875 --> 00:32:59,125 jackals. You wouldn't know what the future is 669 00:32:59,333 --> 00:33:02,042 because your only talent is copying things 670 00:33:02,083 --> 00:33:04,833 that I design. You don't know what's in my lab, 671 00:33:04,958 --> 00:33:07,333 how can you talk about the future? You're idiots 672 00:33:07,583 --> 00:33:09,917 and thieves. That was fun." 673 00:33:10,000 --> 00:33:11,000 [laughs] 674 00:33:12,333 --> 00:33:15,250 My idea was to make some box that would plug in to the 675 00:33:15,375 --> 00:33:19,292 terminals of a television set and cost 25 dollars, right? 676 00:33:19,750 --> 00:33:21,542 Baer's way to videogaming was still 677 00:33:21,583 --> 00:33:23,125 passing through the households. 678 00:33:23,500 --> 00:33:26,708 You couldn't build a game for less than 35 or 40 dollars, 679 00:33:26,999 --> 00:33:31,292 which translated to at least 75, 80, 90, 100 dollars 680 00:33:31,417 --> 00:33:32,958 in the final product price. 681 00:33:32,999 --> 00:33:35,917 Baer met a price point that was going to be commonplace 682 00:33:36,000 --> 00:33:39,458 Even so, as I said, 350,000 were sold. 683 00:33:39,583 --> 00:33:41,667 I remember they went to homes, so at least 684 00:33:41,708 --> 00:33:44,083 three or four or five or six people played them, 685 00:33:44,083 --> 00:33:47,000 by the end of '74/'75, several million 686 00:33:47,042 --> 00:33:49,625 people had played video games at home. 687 00:33:49,917 --> 00:33:53,083 Odyssey had no future anyway, but someone else would have. 688 00:33:53,333 --> 00:33:57,250 Pong has continued to do well in the arcades 689 00:33:57,875 --> 00:34:00,000 and Nolan says, you know what, we 690 00:34:00,083 --> 00:34:02,042 need to bring this to the home. 691 00:34:02,333 --> 00:34:05,375 We felt that there would be an interesting 692 00:34:05,417 --> 00:34:09,458 opportunity in the consumer market. You know, this was 1973. 693 00:34:09,500 --> 00:34:11,708 Atari didn't get back into the home business 694 00:34:11,708 --> 00:34:15,417 until they saw the Odyssey and guys like Al Alcorn 695 00:34:15,750 --> 00:34:17,625 and several others inside said "If 696 00:34:17,667 --> 00:34:19,292 they can do it, we can do it." 697 00:34:19,708 --> 00:34:21,750 Atari was beginning to think that the 698 00:34:21,792 --> 00:34:24,042 arcade business was just that big. 699 00:34:24,208 --> 00:34:27,417 Our sales were almost equivalent to Bally sales in coin-op 700 00:34:27,875 --> 00:34:31,083 and we were selling about as many games as we could make. 701 00:34:31,167 --> 00:34:33,625 We were limited now by the size of the market place. 702 00:34:33,792 --> 00:34:37,083 But the drive for a real change had the name of Nolan Bushnell. 703 00:34:37,125 --> 00:34:41,708 I really didn't allow grass to grow under our feet. 704 00:34:41,917 --> 00:34:46,583 Nolan defined the model of Atari was innovative 705 00:34:46,625 --> 00:34:49,292 leisure. It was a very broad definition. 706 00:34:49,417 --> 00:34:51,250 From day one Nolan had the idea that 707 00:34:51,250 --> 00:34:52,875 we should be making a home game. 708 00:34:53,000 --> 00:34:56,125 Actually the idea of entering the home market came early on. 709 00:34:56,625 --> 00:35:01,708 People are always confused by the Grass Valley think tank. 710 00:35:01,917 --> 00:35:04,125 First of all they thought Grass Valley 711 00:35:04,250 --> 00:35:06,875 was a metaphor for smoking marijuana. 712 00:35:07,167 --> 00:35:09,583 Grass Valley was rural. 713 00:35:09,625 --> 00:35:12,375 It was a good place to think and be outdoors. 714 00:35:12,625 --> 00:35:14,500 There were a group of engineers that had 715 00:35:14,542 --> 00:35:16,708 left Ampax about the same time we did. 716 00:35:17,292 --> 00:35:21,417 and they moved up to a town in the Sierra called Grass Valley. 717 00:35:21,542 --> 00:35:25,125 Grass Valley, the team, was a technology consultant business. 718 00:35:25,500 --> 00:35:27,708 Atari liked them so much that they bought 719 00:35:27,750 --> 00:35:30,042 them out and made them a subsidiary of Atari. 720 00:35:30,208 --> 00:35:34,917 I said, "I'll fund a research lab wherever you guys wanna go." 721 00:35:35,167 --> 00:35:37,708 These guys were responsible for a notable bunch 722 00:35:37,750 --> 00:35:40,167 of breakthroughs during the 70s and the 80s. 723 00:35:40,333 --> 00:35:43,583 Larry Emmons and Steve Mayer and Ron Milner were the leaders. 724 00:35:43,833 --> 00:35:45,417 There were only a dozen people there. 725 00:35:45,625 --> 00:35:48,458 I went out there, there were twelve people working there. 726 00:35:48,500 --> 00:35:50,999 Ten of the men, all of the man had beards except 727 00:35:51,083 --> 00:35:53,208 actually I think all of them had beards. 728 00:35:53,417 --> 00:35:55,417 So I grew my first beard when I went up to 729 00:35:55,417 --> 00:35:57,333 work there and I have never shaved it off. 730 00:35:57,792 --> 00:36:01,125 Location also played a role for these technology monks. 731 00:36:01,458 --> 00:36:03,417 They could really think and focus 732 00:36:03,417 --> 00:36:05,750 on things six months to a year out. 733 00:36:05,958 --> 00:36:07,875 All of the really good innovations 734 00:36:07,875 --> 00:36:09,250 came out of Grass Valley. 735 00:36:09,875 --> 00:36:12,833 Innovation was the core business at Atari at that point. 736 00:36:12,917 --> 00:36:15,625 We were acting as the advanced development research firm for 737 00:36:15,667 --> 00:36:17,833 all of the other coin-operated companies in the world, 738 00:36:18,167 --> 00:36:20,208 so we thought that if we made a custom chip 739 00:36:20,458 --> 00:36:23,500 that nobody else could buy that and we would have our propriety. 740 00:36:23,625 --> 00:36:25,167 And innovation was the key to 741 00:36:25,167 --> 00:36:27,042 opening the door to a new market. 742 00:36:27,250 --> 00:36:28,667 If we could sell them in the home, 743 00:36:28,708 --> 00:36:30,167 we could sell millions of machines. 744 00:36:30,500 --> 00:36:32,167 The other coin-op companies were 745 00:36:32,167 --> 00:36:34,042 very upset with us because they said 746 00:36:34,208 --> 00:36:36,542 we would steel customers away from the arcade. 747 00:36:36,875 --> 00:36:38,792 We said "Sure, they will be buying our stuff." 748 00:36:38,833 --> 00:36:42,167 At that point it was all about vision: vision and mind-set. 749 00:36:42,750 --> 00:36:45,750 Bally saw themselves as a coin-operated pinball 750 00:36:45,875 --> 00:36:47,458 and slot machine manufacturer, 751 00:36:47,500 --> 00:36:48,708 they didn't see a broader picture. 752 00:36:48,958 --> 00:36:51,083 Nolan had a broader vision. 753 00:36:51,208 --> 00:36:53,500 Sears was the first distributor to put 754 00:36:53,542 --> 00:36:55,792 Home Pong in their sports catalogue. 755 00:36:55,917 --> 00:36:59,458 Tom Quinn, the executive at Sears, 756 00:36:59,958 --> 00:37:01,667 was a lot looser, and he was much 757 00:37:01,708 --> 00:37:03,667 more willing to adopt our culture 758 00:37:03,750 --> 00:37:06,958 than to force it and he kind of liked it, actually. 759 00:37:07,125 --> 00:37:09,958 Atari produced 250,000 Home Pong 760 00:37:09,999 --> 00:37:13,083 units for Christmas '75 and sold out. 761 00:37:13,417 --> 00:37:15,250 After that there was enough business out 762 00:37:15,292 --> 00:37:17,542 there for Magnavox to become motivated, 763 00:37:17,917 --> 00:37:20,125 to put people under licence or sue them. 764 00:37:20,167 --> 00:37:23,542 I met Nolan on the courtroom steps of the 765 00:37:23,667 --> 00:37:27,000 District Court in Chicago and we shook hands and 766 00:37:27,042 --> 00:37:31,667 he opted out and got a paid-up licence. He never went to court. 767 00:37:31,750 --> 00:37:33,542 Nolan Bushnell is probably the 768 00:37:33,542 --> 00:37:35,958 commercial daddy of an entire industry. 769 00:37:36,125 --> 00:37:37,833 He was surrounded by good guys, Ted 770 00:37:37,833 --> 00:37:41,625 Dabney, Alan Alcorn, Steve Bristow, 771 00:37:41,667 --> 00:37:44,333 where Nolan contributed I don't know. I have 772 00:37:44,333 --> 00:37:47,750 150 patents worldwide, Nolan's got two or three. 773 00:37:48,083 --> 00:37:50,167 But it's not for me to comment. 774 00:37:56,875 --> 00:38:01,667 The VCS was a big project, you know, 775 00:38:01,708 --> 00:38:03,083 with the software and that sort of thing. 776 00:38:03,125 --> 00:38:06,208 We knew that if we could make a cartridge based game 777 00:38:06,458 --> 00:38:10,417 and have the program on a ROM, we could sell many more games. 778 00:38:10,625 --> 00:38:13,000 The limit of the Home Pong game was that 779 00:38:13,042 --> 00:38:15,542 they could only play Pong, more or less. 780 00:38:15,667 --> 00:38:17,167 They had been building more 781 00:38:17,208 --> 00:38:19,500 complex games in the arcade space 782 00:38:19,833 --> 00:38:22,542 and they knew they would also want to bring them home. 783 00:38:22,667 --> 00:38:26,583 The idea for a programmable unit 784 00:38:26,667 --> 00:38:28,833 was sort of deep within our mind 785 00:38:28,917 --> 00:38:31,375 before we even did consumer Pong, but 786 00:38:31,375 --> 00:38:34,375 the technology, it really took a 6502. 787 00:38:34,917 --> 00:38:37,417 The idea of a general purpose console leads to 788 00:38:37,458 --> 00:38:40,458 a computer and therefore to a microprocessor. 789 00:38:40,667 --> 00:38:43,917 We then went to a show in San Francisco. 790 00:38:44,083 --> 00:38:45,667 There were people come running up to the 791 00:38:45,708 --> 00:38:47,417 stands saying "I wanna buy a microprocessor." 792 00:38:47,458 --> 00:38:53,208 In September 1975, I and coincidentally Steve Wozniak 793 00:38:53,250 --> 00:38:55,417 and coincidentally the people from Atari 794 00:38:55,750 --> 00:38:58,833 went to the Wescon show in San Francisco, 795 00:38:58,917 --> 00:39:01,917 where Chuck Peddle introduced the 6502. 796 00:39:02,042 --> 00:39:03,208 And we all fell in love with it. 797 00:39:03,250 --> 00:39:05,000 The Atari people went off and started 798 00:39:05,292 --> 00:39:07,792 thinking about using it for this machine. 799 00:39:07,875 --> 00:39:09,542 Grass Valley was willing to use the 800 00:39:09,583 --> 00:39:12,833 6502 for the new programmable game. 801 00:39:13,500 --> 00:39:16,417 We had had a call from a place called Grass 802 00:39:16,458 --> 00:39:18,792 Valley California: it turned out it was the 803 00:39:18,999 --> 00:39:20,750 secret place for Atari. 804 00:39:20,917 --> 00:39:25,208 So we went up to Grass Valley and in about a day 805 00:39:25,583 --> 00:39:28,500 we basically made a decision that they 806 00:39:28,500 --> 00:39:31,708 could build this product around our 6502. 807 00:39:31,792 --> 00:39:35,833 The most important reasons had to do with architectural speed. 808 00:39:35,917 --> 00:39:38,250 How many memory cycles it would take for 809 00:39:38,292 --> 00:39:40,125 the processor to accomplish something. 810 00:39:40,458 --> 00:39:42,417 The 6502 would have been at the heart 811 00:39:42,458 --> 00:39:44,792 of many video games and home computers 812 00:39:44,875 --> 00:39:45,667 during the 80s. 813 00:39:45,999 --> 00:39:48,625 Once the microprocessor was strong enough, 814 00:39:48,667 --> 00:39:51,083 which we were pretty sure that it was, 815 00:39:51,708 --> 00:39:53,917 it was obvious that that was the way to do it, 816 00:39:54,167 --> 00:39:59,500 The VCS was conceived thinking about the 6502. 817 00:39:59,792 --> 00:40:01,375 The most important thing in a game 818 00:40:01,417 --> 00:40:02,958 system is how you run the screen. 819 00:40:03,125 --> 00:40:08,375 We built a machine that had only a line buffer 820 00:40:08,625 --> 00:40:11,917 and that means that the microprocessor is busy 821 00:40:11,958 --> 00:40:15,000 rewriting the screen all the way down the screen. 822 00:40:15,125 --> 00:40:16,667 It is following the beam. 823 00:40:16,750 --> 00:40:19,999 You have to have a fast, efficient processor 824 00:40:20,000 --> 00:40:21,999 to be able to keep up with that beam. 825 00:40:22,458 --> 00:40:24,250 But they had to invent a new video chip. 826 00:40:24,458 --> 00:40:28,417 Another chip was necessary to relieve the burden on the 6502. 827 00:40:28,750 --> 00:40:32,292 The TIA, the Stella, did not execute instructions of its own. 828 00:40:32,500 --> 00:40:35,333 It could keep track of five moving 829 00:40:35,375 --> 00:40:37,458 objects, and move them horizontally. 830 00:40:37,667 --> 00:40:41,542 It was the job of the main processor to 831 00:40:41,667 --> 00:40:43,917 first of all write the correct things to the chip. 832 00:40:44,083 --> 00:40:46,000 It had to keep track of when it was 833 00:40:46,000 --> 00:40:47,667 time to stop displaying things 834 00:40:47,875 --> 00:40:49,833 and begin writing graphics again. 835 00:40:50,000 --> 00:40:52,250 Grass Valley developed this chip on their own. 836 00:40:52,500 --> 00:40:55,667 The basic architecture was laid down by 837 00:40:55,708 --> 00:40:58,292 Steve Mayer, Jay Miner and Ron Milner. 838 00:40:58,583 --> 00:41:00,708 My first job when I went up to Grass 839 00:41:00,750 --> 00:41:02,875 Valley was to debug it and get it to work. 840 00:41:03,083 --> 00:41:05,000 The code name for the video chip led 841 00:41:05,000 --> 00:41:07,167 to a long lasting misinterpretation. 842 00:41:07,417 --> 00:41:08,875 I looked at my bicycle and said, 843 00:41:08,875 --> 00:41:11,625 "OK, I'll use Stella as my password." 844 00:41:11,999 --> 00:41:15,708 Jay said "That's a nice name. Let's call the chip Stella." 845 00:41:15,833 --> 00:41:18,333 He told his boss Bob Brown who said "That's 846 00:41:18,375 --> 00:41:20,999 a nice name, let's call the system Stella," 847 00:41:21,250 --> 00:41:23,583 and Jay said "Oh, that means we have to rename the chip," 848 00:41:23,833 --> 00:41:25,458 so we renamed the chip the 849 00:41:25,458 --> 00:41:27,958 Television Interface Adaptor or TIA. 850 00:41:28,000 --> 00:41:31,083 The marketing people thought it must be some woman we know 851 00:41:31,792 --> 00:41:33,500 and so they started naming everything 852 00:41:33,500 --> 00:41:34,958 after some woman they knew. 853 00:41:35,333 --> 00:41:37,125 The new console had very limited 854 00:41:37,125 --> 00:41:39,542 hardware to keep it feasible cost wise. 855 00:41:39,625 --> 00:41:43,999 The VCS had one custom chip, a microprocessor 856 00:41:44,208 --> 00:41:47,917 and an off the shelf chip with 128 bytes of memory in it, 857 00:41:48,167 --> 00:41:51,250 and a cartridge on a read-only memory which was 2000 bytes. 858 00:41:51,333 --> 00:41:54,583 The core technology happened very quickly. 859 00:41:54,833 --> 00:41:57,958 In less than six months, maybe as little as three. 860 00:41:58,333 --> 00:42:00,375 Atari was going for the greatest 861 00:42:00,417 --> 00:42:02,792 innovation of its entire company life. 862 00:42:03,042 --> 00:42:05,708 We were finished with the chip design and 863 00:42:05,708 --> 00:42:09,833 the system design by the fall of 1976. 864 00:42:09,958 --> 00:42:11,875 When management came up they were quite 865 00:42:11,917 --> 00:42:14,083 pleased. I'm sure there was beer involved. 866 00:42:14,167 --> 00:42:17,542 Manufacturing happened in the fall of 1977. 867 00:42:17,833 --> 00:42:20,708 We introduced it at the 1977 Consumer 868 00:42:20,708 --> 00:42:23,417 Electronic Show. It was a smash hit. 869 00:42:23,458 --> 00:42:26,125 One of the best experiences in my professional career. 870 00:42:26,250 --> 00:42:27,333 It took over the whole show and 871 00:42:27,375 --> 00:42:28,833 it was the talk of the whole show. 872 00:42:28,917 --> 00:42:31,792 Price point followed the same destiny of Odyssey's. 873 00:42:32,042 --> 00:42:35,375 We knew that we couldn't sell it for more than 200 dollars. 874 00:42:36,292 --> 00:42:38,708 We kept trying to get it so that we could 875 00:42:38,708 --> 00:42:41,292 build it for under 100. We failed at that. 876 00:42:41,667 --> 00:42:43,625 They realized that most of the money was 877 00:42:43,625 --> 00:42:46,792 in the cartridges, not in the main console, 878 00:42:47,000 --> 00:42:49,999 and ever since then makers of game consoles 879 00:42:50,000 --> 00:42:53,583 sell those consoles at the lowest price they can afford. 880 00:42:53,792 --> 00:42:57,833 Consumer products that sold more than 200 dollars 881 00:42:58,417 --> 00:43:02,625 grabbed a different part of your brain. 882 00:43:02,958 --> 00:43:06,667 Under 200 dollars they said, "Oh yeah, we can kinda afford that." 883 00:43:06,875 --> 00:43:09,708 Keeping cost down was not without consequences. 884 00:43:09,958 --> 00:43:12,792 Because it was so simple and so stripped down 885 00:43:12,833 --> 00:43:14,542 it was hard as hell to program but 886 00:43:14,583 --> 00:43:16,208 you could program anything on it. 887 00:43:16,500 --> 00:43:20,583 The 6502 processor was modified to further reduce costs, 888 00:43:20,708 --> 00:43:23,375 and it could only address 4k of memory. 889 00:43:23,999 --> 00:43:25,708 There were only so many things you could do. 890 00:43:25,792 --> 00:43:28,458 I would first put that object on the screen by writing a program, 891 00:43:28,750 --> 00:43:30,958 and then I would stare at that and say, you know 892 00:43:30,999 --> 00:43:33,167 if I moved it to left, and I moved it to the right 893 00:43:33,333 --> 00:43:34,792 it could become a video game. 894 00:43:34,875 --> 00:43:38,375 Although the VCS was designed to be a general purpose machine, 895 00:43:38,750 --> 00:43:41,583 it was best suited to handle something that already existed. 896 00:43:41,625 --> 00:43:45,625 The Atari 2600 was designed to play 897 00:43:45,708 --> 00:43:49,125 two kinds of game: Tank and Pong. 898 00:43:49,833 --> 00:43:52,917 So whenever we set out to make a video game, we had to say, 899 00:43:53,000 --> 00:43:56,583 "How do we take these two Tank players 900 00:43:56,625 --> 00:43:57,917 and turn them into something else?" 901 00:43:58,000 --> 00:44:00,417 Programmers were able to stretch those limits 902 00:44:00,458 --> 00:44:01,792 to the unbelievable. 903 00:44:02,167 --> 00:44:04,917 There were thousands of games made for the Atari 2600, 904 00:44:05,042 --> 00:44:08,167 and each was just some technical trick that we came up with. 905 00:44:08,292 --> 00:44:11,250 The chip designer of the Atari 2600 would just shake his head. 906 00:44:11,833 --> 00:44:13,500 I have no idea that the hardware that 907 00:44:13,500 --> 00:44:15,500 I designed could be used that way. 908 00:44:16,792 --> 00:44:18,250 [phone rings] 909 00:44:19,042 --> 00:44:22,792 I got a call one day from a large investor in Warner, 910 00:44:22,958 --> 00:44:26,625 and as it turned out, were a large venture investor in Atari. 911 00:44:26,708 --> 00:44:28,208 I can remember the question. He 912 00:44:28,208 --> 00:44:29,917 said, "Would you have any interest 913 00:44:30,167 --> 00:44:32,250 in a fast growing technologically 914 00:44:32,292 --> 00:44:34,125 based entertainment company?" 915 00:44:35,125 --> 00:44:38,250 And I said yes, not knowing what I was answering yes to. 916 00:44:38,292 --> 00:44:40,625 Manufacturing the VCS for mass market was 917 00:44:40,667 --> 00:44:42,875 even more challenging than Home Pong. 918 00:44:42,999 --> 00:44:46,750 The VCS, no matter which way I ran the 919 00:44:46,792 --> 00:44:50,125 numbers, required more capital than we had. 920 00:44:50,167 --> 00:44:53,625 You have to buy all your inventory: plastic, chips. 921 00:44:53,667 --> 00:44:56,833 And so we needed millions of dollars. 922 00:44:56,917 --> 00:44:59,500 Atari needed cash. Now more than ever. 923 00:44:59,708 --> 00:45:02,667 We were starting to explore the idea of 924 00:45:02,708 --> 00:45:05,167 taking the company public to raise capital. 925 00:45:05,292 --> 00:45:07,083 And we tried that. We actually had 926 00:45:07,125 --> 00:45:09,042 a prospectus and we almost did it. 927 00:45:09,083 --> 00:45:13,500 The stock market was not real strong at the time. 928 00:45:13,542 --> 00:45:15,667 Nolan Bushnell came back to the old idea 929 00:45:15,708 --> 00:45:17,750 that brought him to Nutting Associates. 930 00:45:18,000 --> 00:45:20,875 We thought, "Well, maybe we need a strategic partner," 931 00:45:21,125 --> 00:45:22,958 and one of the strategic partners 932 00:45:22,999 --> 00:45:24,792 that we were introduced to was Warner. 933 00:45:24,875 --> 00:45:26,917 Manny Gerard was at the time one of the 934 00:45:26,958 --> 00:45:29,625 smartest entertainment analysts in the country. 935 00:45:29,750 --> 00:45:31,999 I wrote a memo to the people at Warner 936 00:45:32,000 --> 00:45:33,958 that said I have seen the future 937 00:45:34,292 --> 00:45:35,792 and it is called Stella. 938 00:45:36,167 --> 00:45:39,792 Stella was the... Atari people named every chipset 939 00:45:40,000 --> 00:45:43,042 for one of the pretty girls on the production line, 940 00:45:43,083 --> 00:45:46,167 and the chipset for the 2600 was called Stella. 941 00:45:46,208 --> 00:45:49,500 Impacting on the Atari world was somewhat shocking for Manny. 942 00:45:49,750 --> 00:45:51,958 I think the first time they saw Nolan he 943 00:45:51,999 --> 00:45:54,792 was surfing on a conveyor belt in a box. 944 00:45:55,000 --> 00:45:57,708 I liked Nolan. He had lots of energy, 945 00:45:57,750 --> 00:45:59,125 he was a wonderful story teller. 946 00:45:59,208 --> 00:46:01,000 On the other hand the whole Atari 947 00:46:01,000 --> 00:46:03,000 environment was wild at least. 948 00:46:03,125 --> 00:46:05,208 The rumour is at least you could get 949 00:46:05,250 --> 00:46:07,333 stoned just walking passed the air vents. 950 00:46:07,458 --> 00:46:10,875 You have these buttoned-down East Coast executives 951 00:46:11,042 --> 00:46:12,583 who are very stiff, 952 00:46:12,750 --> 00:46:17,708 very refined and they're dealing with Nolan Bushnell, 953 00:46:17,750 --> 00:46:20,208 who sees himself as one of the world's great 954 00:46:20,250 --> 00:46:23,292 ladies' men. He's a West Coast cowboy millionaire. 955 00:46:23,750 --> 00:46:28,958 Energetic, sort of larger than life, big, gregarious guy. 956 00:46:29,125 --> 00:46:31,792 My first impression of Nolan was good. 957 00:46:33,999 --> 00:46:35,833 Warner immediately went beyond the 958 00:46:35,875 --> 00:46:37,958 idea of being a partner for those guys. 959 00:46:38,083 --> 00:46:39,999 This wasn't the movie world. 960 00:46:40,000 --> 00:46:42,542 This wasn't the communications world. 961 00:46:42,583 --> 00:46:44,750 This was the high tech world. And they 962 00:46:44,792 --> 00:46:46,917 knew that Nolan knew what he was doing. 963 00:46:47,083 --> 00:46:48,958 They said "Why don't we buy the whole company?" 964 00:46:48,999 --> 00:46:51,667 I thought we were supposed to gather resources. 965 00:46:51,708 --> 00:46:53,333 This was going to be the first marriage 966 00:46:53,333 --> 00:46:55,083 between old analogue entertainment 967 00:46:55,458 --> 00:46:57,083 and the new digital domain. 968 00:46:57,750 --> 00:46:59,708 They understood the hit record business, 969 00:46:59,792 --> 00:47:02,250 movies, and they understood as a company 970 00:47:02,583 --> 00:47:05,583 that you might fail, and fail and then succeed. 971 00:47:05,792 --> 00:47:07,750 Warner was an entertainment company 972 00:47:07,875 --> 00:47:09,792 thinking about the future of entertainment. 973 00:47:09,958 --> 00:47:12,292 The reason we bought Atari was because 974 00:47:12,333 --> 00:47:14,708 we had seen the prototypes of the 2600. 975 00:47:14,792 --> 00:47:18,542 Nolan Bushnell resolved to sell his baby. Maybe too fast. 976 00:47:18,833 --> 00:47:23,708 It had been a very, very stressful five years 977 00:47:23,833 --> 00:47:28,292 and there was a part of me that said, "Yeah, 978 00:47:28,333 --> 00:47:32,042 maybe this is a good time to sell: it was more 979 00:47:32,083 --> 00:47:33,875 money than I ever thought I was going to make. 980 00:47:33,958 --> 00:47:35,542 Warner put a big deal of money on 981 00:47:35,542 --> 00:47:37,458 the table, or so it looked like. 982 00:47:37,708 --> 00:47:40,292 They bought the company for 28-30 million. 983 00:47:40,500 --> 00:47:42,583 The venture capitalists were given 100 per cent cash. 984 00:47:42,792 --> 00:47:46,417 The insiders were given 10 per cent of their proceeds in cash 985 00:47:46,625 --> 00:47:50,583 and the rest in subordinated debentures of Atari. 986 00:47:51,999 --> 00:47:54,042 Warner was very much concerned about 987 00:47:54,083 --> 00:47:56,250 keeping the skills within the company. 988 00:47:57,292 --> 00:47:59,292 The problem with Atari from our standpoint, 989 00:47:59,333 --> 00:48:01,250 is you had too many young people 990 00:48:01,333 --> 00:48:03,167 who were going to get too rich, too fast. 991 00:48:04,250 --> 00:48:05,625 My theory was that you would give them 992 00:48:05,625 --> 00:48:06,708 the money and they would all disappear. 993 00:48:06,917 --> 00:48:09,667 They resolved to buy them out one step at a time. 994 00:48:09,875 --> 00:48:11,250 And I said to them at the time, 995 00:48:11,333 --> 00:48:13,708 "If it really gets bad, we can walk away from 996 00:48:13,750 --> 00:48:15,417 these debentures and you don't get anything." 997 00:48:15,458 --> 00:48:18,750 Despite money, Nolan soon began to have second thoughts. 998 00:48:18,875 --> 00:48:20,917 Nolan owned 50 per cent of the company. 999 00:48:20,958 --> 00:48:23,000 I think Nolan got 1 million dollars on the closing. 1000 00:48:23,125 --> 00:48:27,417 I regretted it probably six months in after the sale. 1001 00:48:27,917 --> 00:48:30,917 I've often thought that if I had just taken a 1002 00:48:30,917 --> 00:48:35,667 good two-week vacation, I might not have sold. 1003 00:48:35,917 --> 00:48:38,083 Nolan used to say he had told people he was a 1004 00:48:38,125 --> 00:48:41,042 millionaire for a long time and now he really was. 1005 00:48:41,208 --> 00:48:42,250 The problem was 1006 00:48:42,333 --> 00:48:44,500 the first time he had a million dollars in his pocket, 1007 00:48:44,583 --> 00:48:46,625 Nolan went off and started to buy real estate 1008 00:48:46,667 --> 00:48:48,792 and got very distracted for a period of time. 1009 00:48:49,292 --> 00:48:51,417 Probably he was the first Silicon Valley 1010 00:48:51,417 --> 00:48:54,042 Age of Aquarius geek turned into a tycoon. 1011 00:48:54,083 --> 00:48:57,542 He would come breezing through and check the screens 1012 00:48:57,583 --> 00:48:59,875 and see how was going on and pat everybody on the back, 1013 00:49:00,000 --> 00:49:01,208 and that was a real issue. 1014 00:49:01,458 --> 00:49:04,875 It's very different running a division of 1015 00:49:04,875 --> 00:49:08,083 a big company and running your own shop. 1016 00:49:08,542 --> 00:49:12,083 In Christmas 1977, and with Warner money, 1017 00:49:12,083 --> 00:49:15,500 the VCS came out to a lukewarm reception at best. 1018 00:49:15,708 --> 00:49:17,417 The VCS comes out 1019 00:49:17,625 --> 00:49:19,458 and you know, I mean it's a new toy. 1020 00:49:19,500 --> 00:49:21,583 People really didn't know what to think about it really. 1021 00:49:21,667 --> 00:49:26,500 They were kind of "Well OK, why? What's different about this?" 1022 00:49:26,708 --> 00:49:30,750 In 1978, Space Invaders hits in America 1023 00:49:30,917 --> 00:49:33,542 and now people are starting to understand why. 1024 00:49:35,625 --> 00:49:37,542 People have always asked me what percentage 1025 00:49:37,583 --> 00:49:40,417 of the profits we put into research, 1026 00:49:40,458 --> 00:49:42,417 and I like to say 150 per cent. 1027 00:49:42,542 --> 00:49:46,292 Two good years had passed since the first VCS conception. 1028 00:49:46,708 --> 00:49:48,500 Too long for Nolan Bushnell. 1029 00:49:48,667 --> 00:49:51,708 Nolan and my instinct would be to design a new product, 1030 00:49:51,750 --> 00:49:55,375 just do a new product. And Warner said no, 1031 00:49:55,458 --> 00:49:58,667 so they put 100 million dollars into advertising that we 1032 00:49:58,708 --> 00:50:00,417 never would have done and they were right. 1033 00:50:00,458 --> 00:50:01,417 We were wrong. 1034 00:50:01,708 --> 00:50:04,333 For the first time, Nolan had to negotiate 1035 00:50:04,333 --> 00:50:06,625 his ideas with his employer: Warner. 1036 00:50:07,167 --> 00:50:10,999 My vision about Atari was to be the 1037 00:50:11,000 --> 00:50:12,667 best game company in the world, 1038 00:50:13,167 --> 00:50:18,333 to really create, innovate, and to, in some ways, 1039 00:50:18,375 --> 00:50:20,208 be more than just a video game company, 1040 00:50:20,333 --> 00:50:22,667 to be a technology driver. 1041 00:50:23,583 --> 00:50:26,875 A company that had some innovation, a lot of innovation. 1042 00:50:27,000 --> 00:50:29,375 Nolan has 1000 ideas a minute. 1043 00:50:29,417 --> 00:50:31,875 Some of which are wonderful, but he loves them all equally. 1044 00:50:32,000 --> 00:50:34,792 Nolan definitely wanted the VCS 2. 1045 00:50:35,125 --> 00:50:37,542 Barely had they hired Nolan, when he turns around 1046 00:50:37,583 --> 00:50:40,167 and says "You know what, the VCS is old technology. 1047 00:50:40,208 --> 00:50:42,542 We need to get rid of it and move on to the next one." 1048 00:50:42,708 --> 00:50:44,667 I think Warner became uncomfortable 1049 00:50:44,792 --> 00:50:46,708 with this crazy California company. 1050 00:50:46,750 --> 00:50:47,750 [laughs] 1051 00:50:47,875 --> 00:50:51,458 Manny Gerard didn't actually put much stake in the hardware. 1052 00:50:51,583 --> 00:50:52,917 They were marketeers. 1053 00:50:52,999 --> 00:50:53,667 We, well... 1054 00:50:53,750 --> 00:50:55,875 The total focus was on 1055 00:50:55,999 --> 00:50:58,792 the software and selling the software. 1056 00:50:58,875 --> 00:51:00,875 Your success was based on how good your games were. 1057 00:51:00,958 --> 00:51:05,167 Warner didn't understand the engineering side of it. 1058 00:51:05,375 --> 00:51:08,458 I think you can get yourself confused in getting 1059 00:51:08,500 --> 00:51:10,208 into the fact that it had a technology base. 1060 00:51:10,250 --> 00:51:11,083 They viewed 1061 00:51:11,250 --> 00:51:11,999 Atari 1062 00:51:12,500 --> 00:51:14,375 basically as a software business, 1063 00:51:14,583 --> 00:51:15,999 as an entertainment media. 1064 00:51:16,167 --> 00:51:18,625 More like a record company. 1065 00:51:18,708 --> 00:51:20,375 Is it that different from the music 1066 00:51:20,375 --> 00:51:22,208 business or the movie business? 1067 00:51:22,292 --> 00:51:25,375 Or even the publishing business? The answer is probably not. 1068 00:51:25,833 --> 00:51:29,500 To be honest, vinyl and film are less prone to Moore's law. 1069 00:51:29,792 --> 00:51:32,917 Memory cost had dropped by a factor of 10. 1070 00:51:33,167 --> 00:51:36,000 Once you can see that, you say "This game is 1071 00:51:36,042 --> 00:51:39,000 crappy, we got to replace it as soon as we can." 1072 00:51:39,083 --> 00:51:41,583 And they said "We just barely bought this company." 1073 00:51:43,333 --> 00:51:46,917 On top of that, different working habits began to show. 1074 00:51:47,750 --> 00:51:49,917 Manny would come in at nine o'clock to the 1075 00:51:49,917 --> 00:51:52,333 engineering lab and there would be nobody there. 1076 00:51:53,458 --> 00:51:55,583 And he was horrified "We got deadlines!" 1077 00:51:56,042 --> 00:51:59,792 The culture clash between Atari and Warner 1078 00:52:00,458 --> 00:52:06,167 was a clash between California and New York management styles. 1079 00:52:06,583 --> 00:52:08,458 Silicon Valley was rather new. 1080 00:52:08,500 --> 00:52:10,625 Warner didn't see the point in opting for 1081 00:52:10,625 --> 00:52:13,000 a specific management style with Atari. 1082 00:52:13,333 --> 00:52:15,542 We were used to dealing with creative cultures. 1083 00:52:15,792 --> 00:52:18,542 What we were not used to dealing with, to be honest, 1084 00:52:18,958 --> 00:52:22,875 was quite the culture of Silicon Valley. 1085 00:52:22,917 --> 00:52:24,875 It didn't take long until it became 1086 00:52:24,917 --> 00:52:27,167 clear that Nolan was the problem. 1087 00:52:27,250 --> 00:52:29,542 I think it made them very, very nervous 1088 00:52:29,625 --> 00:52:31,667 to see Nolan making these rapid moves. 1089 00:52:31,792 --> 00:52:34,542 We can't run a company based on your instincts solely. 1090 00:52:34,708 --> 00:52:35,958 Now all of a sudden he's sold his 1091 00:52:36,000 --> 00:52:37,667 business for 28 million dollars, 1092 00:52:37,833 --> 00:52:39,375 he's playing tennis in the morning 1093 00:52:39,375 --> 00:52:41,208 instead of coming directly to work, 1094 00:52:41,250 --> 00:52:43,625 and he wants to cut off the VCS. 1095 00:52:43,750 --> 00:52:45,708 Manny Gerard wanted budget planning, 1096 00:52:45,833 --> 00:52:48,250 marketing campaigns and sales goals. 1097 00:52:48,542 --> 00:52:50,417 You cannot disappear for six months, 1098 00:52:50,583 --> 00:52:51,833 walk in to a meeting and say, 1099 00:52:51,999 --> 00:52:54,000 "We're going to do it this way, because I say so." 1100 00:52:54,542 --> 00:52:57,500 You've got to bring somebody in with business discipline 1101 00:52:57,583 --> 00:52:59,833 because this thing is growing, it's growing too fast, 1102 00:52:59,999 --> 00:53:01,292 and it's going to go out of control. 1103 00:53:01,417 --> 00:53:04,917 Manny started to look outside of Atari and word spread. 1104 00:53:05,000 --> 00:53:07,042 I was having lunch with a classmate 1105 00:53:07,083 --> 00:53:08,375 of mine from Harvard business school, 1106 00:53:08,625 --> 00:53:10,250 and he asked me if I would be interested in 1107 00:53:10,292 --> 00:53:13,042 working for a company in California named Atari. 1108 00:53:13,250 --> 00:53:15,542 I laughed when he asked because I love my job 1109 00:53:16,250 --> 00:53:20,917 and I've no interest in living in California, I'm a New Yorker. 1110 00:53:21,292 --> 00:53:23,375 Ray Kassar was a vice president at 1111 00:53:23,417 --> 00:53:26,333 Burlington Industries, a textile giant. 1112 00:53:26,625 --> 00:53:30,833 I met Manny, what was supposed to be a very short interview 1113 00:53:30,999 --> 00:53:33,792 was about three to four hours because Manny likes to talk, 1114 00:53:33,958 --> 00:53:38,417 so finally I said, "Look, I'll go out there for a weekend 1115 00:53:38,667 --> 00:53:41,708 and check the place but that's all I will do." 1116 00:53:41,750 --> 00:53:46,458 Ray, the New Yorker, let himself be courted by the VCS idea. 1117 00:53:46,542 --> 00:53:49,667 I went to California. I met Nolan Bushnell 1118 00:53:50,250 --> 00:53:52,833 and I was very intrigued with the product. 1119 00:53:53,167 --> 00:53:56,333 I thought it lacked everything. There was no marketing, 1120 00:53:56,458 --> 00:53:59,833 there was no infrastructure, there was no 1121 00:54:00,292 --> 00:54:03,250 manufacturing guy, there was no financial guy, 1122 00:54:03,292 --> 00:54:03,958 there was nothing. 1123 00:54:04,250 --> 00:54:07,500 A few days later Manny asked me to come to 1124 00:54:07,708 --> 00:54:09,958 have a meeting with him and Steve Ross. 1125 00:54:10,042 --> 00:54:12,500 They made me an offer I couldn't refuse, 1126 00:54:12,542 --> 00:54:14,917 so I said "I'll go there for six months, 1127 00:54:15,125 --> 00:54:17,708 I'll start the process of reorganizing the 1128 00:54:17,750 --> 00:54:20,458 company, then I'm coming back to New York." 1129 00:54:20,792 --> 00:54:22,375 I stayed for 8 years, I guess. 1130 00:54:22,667 --> 00:54:26,292 It was pretty obvious to us that he was there to replace Nolan. 1131 00:54:26,333 --> 00:54:28,458 Manny was feeling more and more confident 1132 00:54:28,500 --> 00:54:29,999 about getting rid of Nolan. 1133 00:54:30,167 --> 00:54:34,167 The showdown between Nolan and Manny Gerard came early on. 1134 00:54:34,250 --> 00:54:37,917 He said "We're going to put Ray Kassar in the CEO 1135 00:54:37,917 --> 00:54:41,625 and you can stay as consultant if you want or not," 1136 00:54:41,999 --> 00:54:44,500 and I said "You know, this isn't my company anymore." 1137 00:54:45,750 --> 00:54:47,999 What occurred at that point was an incident. 1138 00:54:48,167 --> 00:54:52,083 Nolan came into the budget meeting in December '79, 1139 00:54:52,292 --> 00:54:54,417 and just looked up and said, "Sell off 1140 00:54:54,417 --> 00:54:57,042 all your inventory of 2600. It's over." 1141 00:54:57,333 --> 00:54:58,708 Forget the Warner people, 1142 00:54:59,208 --> 00:55:00,875 the Atari people didn't know what he 1143 00:55:00,917 --> 00:55:02,458 was talking about. They just gasped. 1144 00:55:02,750 --> 00:55:04,625 The chairman of the company board, the guy 1145 00:55:04,667 --> 00:55:06,417 who invented it, says its all over. 1146 00:55:06,458 --> 00:55:08,250 At that point there wasn't much 1147 00:55:08,250 --> 00:55:10,542 Nolan could do to avoid Game Over. 1148 00:55:10,875 --> 00:55:13,708 Manny said, "If you keep on going around undermining 1149 00:55:13,708 --> 00:55:16,375 me, that's gonna be bad for the company." 1150 00:55:16,583 --> 00:55:18,792 Nolan said "Then get rid of me, you know, 1151 00:55:18,792 --> 00:55:20,708 buy me out," and they did. 1152 00:55:21,125 --> 00:55:24,625 There were certain elements of my contract that 1153 00:55:24,667 --> 00:55:26,875 were better off if they fired me than if I quit. 1154 00:55:27,917 --> 00:55:30,708 So I decided to be such a pain in the ass 1155 00:55:30,708 --> 00:55:34,000 that they would fire me...and that worked. 1156 00:55:34,125 --> 00:55:37,500 Getting fired was the easiest task for Nolan in years. 1157 00:55:37,750 --> 00:55:40,625 Nolan was wearing a T-shirt which said "I love to fuck." 1158 00:55:41,750 --> 00:55:44,750 He was walking around the company wearing this T-shirt. 1159 00:55:45,333 --> 00:55:48,167 OK, I thought they are a little crazy out here, 1160 00:55:48,333 --> 00:55:51,042 and then he invited me to a staff meeting. 1161 00:55:51,083 --> 00:55:53,125 Al Alcorn and all the key engineers 1162 00:55:53,125 --> 00:55:55,875 were there: about six or seven people, 1163 00:55:56,000 --> 00:55:59,458 and all drinking beer and smoking joints 1164 00:56:03,042 --> 00:56:05,000 One guy poked me and said "Here," 1165 00:56:05,042 --> 00:56:06,250 and I said "No, I don't smoke," 1166 00:56:07,125 --> 00:56:10,250 and they said, "Oh, lighten up, you're such a stiff 1167 00:56:10,292 --> 00:56:12,208 New Yorker, now this is California." 1168 00:56:12,292 --> 00:56:13,917 I said, "Nolan if you're going to conduct 1169 00:56:13,958 --> 00:56:15,750 business, fine, otherwise I'm busy." 1170 00:56:16,000 --> 00:56:17,292 I got up and left. 1171 00:56:17,417 --> 00:56:18,875 Thank you very much, Harold! 1172 00:56:20,667 --> 00:56:22,375 Oh, Jesus Christ. 1173 00:56:22,583 --> 00:56:25,000 Ray Kassar had wanted to be CEO of 1174 00:56:25,042 --> 00:56:27,333 Atari, maybe from the very start. 1175 00:56:27,542 --> 00:56:30,625 I realized I couldn't function with this 1176 00:56:30,667 --> 00:56:33,999 environment unless I was running the show. 1177 00:56:34,250 --> 00:56:36,750 So I went back and and said to Manny "I have to be 1178 00:56:36,792 --> 00:56:39,333 in charge otherwise I can't do anything for you. 1179 00:56:40,042 --> 00:56:40,958 I'm coming home." 1180 00:56:41,292 --> 00:56:43,167 With Nolan Bushnell they applied 1181 00:56:43,208 --> 00:56:45,000 what they called the "beach clause." 1182 00:56:45,292 --> 00:56:47,542 We removed him. He eventually came to me and asked 1183 00:56:47,583 --> 00:56:50,042 to be relieved of his contract. Which we did. 1184 00:56:50,958 --> 00:56:53,375 He said "Will you buy back my debentures?" 1185 00:56:53,625 --> 00:56:54,667 We bought them back. 1186 00:56:54,875 --> 00:56:56,375 Warner had bought out the 1187 00:56:56,375 --> 00:56:58,500 shareholders in a very clever way. 1188 00:56:58,792 --> 00:57:03,917 Warner, Manny, probably figured that we would piss the 1189 00:57:03,958 --> 00:57:07,167 money away and kill ourselves with cocaine or something. 1190 00:57:07,417 --> 00:57:08,875 We've got to figure out where we were. 1191 00:57:08,917 --> 00:57:12,167 They structured the buyout, it was a 1192 00:57:12,292 --> 00:57:15,083 seven year payout of money. 1193 00:57:15,292 --> 00:57:18,583 And he took his money and he left, and then 1194 00:57:18,625 --> 00:57:20,917 when the explosion at Atari occurred 1195 00:57:21,792 --> 00:57:25,542 he had this very small residual position in the bonus pool 1196 00:57:25,750 --> 00:57:27,167 that would have been worth 1197 00:57:27,333 --> 00:57:28,958 millions and millions of dollars. 1198 00:57:29,708 --> 00:57:32,708 It's a whole complicated story about 1199 00:57:32,917 --> 00:57:35,208 individuals and corporations. 1200 00:57:35,458 --> 00:57:39,792 I said I wouldn't stay unless I was in charge. 1201 00:57:40,375 --> 00:57:44,542 I'm sure he was asked to leave. He resigned. 1202 00:57:45,000 --> 00:57:47,875 Without Nolan, the Atari identity was at risk. 1203 00:57:48,000 --> 00:57:50,375 I really liked Nolan, 1204 00:57:50,750 --> 00:57:54,625 so I was hoping that Atari would replace him 1205 00:57:54,833 --> 00:57:56,292 with somebody else who understood 1206 00:57:56,375 --> 00:57:58,042 technology and marketing, 1207 00:57:58,500 --> 00:58:00,708 but I don't think Ray was a technologist. 1208 00:58:01,000 --> 00:58:04,083 Ray imprinted Atari with his own management style. 1209 00:58:04,333 --> 00:58:05,999 The corporate offices changed. 1210 00:58:06,750 --> 00:58:08,542 Ray didn't play video games, 1211 00:58:08,583 --> 00:58:10,375 the office was very simple and bare. 1212 00:58:10,417 --> 00:58:13,333 We always had the next secret great video game in the office. 1213 00:58:13,500 --> 00:58:15,375 Did you think it was significant? 1214 00:58:15,500 --> 00:58:17,125 Why would I want to have a game there 1215 00:58:17,167 --> 00:58:19,000 too, unless I was gonna play with it? 1216 00:58:19,625 --> 00:58:23,292 I wanted to focus on the work, let people know 1217 00:58:23,333 --> 00:58:25,500 I'm not there playing games in my office, 1218 00:58:25,999 --> 00:58:29,375 but I had them in my house. Had a whole room. 1219 00:58:29,542 --> 00:58:33,792 Our coin-op products and every consumer video game we had. 1220 00:58:33,917 --> 00:58:38,083 Surprisingly enough, Al Alcorn attempted to stay within Atari. 1221 00:58:39,333 --> 00:58:41,125 I didn't leave. Nolan left, I wanted 1222 00:58:41,167 --> 00:58:43,083 to stay around it. Atari was my baby. 1223 00:58:43,250 --> 00:58:45,417 Soon the true reasons behind Nolan's 1224 00:58:45,458 --> 00:58:48,042 departure started to become apparent. 1225 00:58:48,417 --> 00:58:51,750 Atari became a little bit less technology focused. 1226 00:58:51,917 --> 00:58:54,250 They became much better at managing 1227 00:58:54,292 --> 00:58:56,292 things and managing inventory. 1228 00:58:56,542 --> 00:58:59,999 I didn't realize how serious it was when I got there. 1229 00:59:01,500 --> 00:59:03,750 They were losing money, the company was losing money. 1230 00:59:04,917 --> 00:59:08,500 The focus was on making the VCS a successful 1231 00:59:08,542 --> 00:59:11,292 product, and that's where I devoted my energies. 1232 00:59:11,833 --> 00:59:14,583 But the Age of Aquarius company was fading away, 1233 00:59:14,625 --> 00:59:15,958 once and for all. 1234 00:59:16,167 --> 00:59:16,999 Culture clash. 1235 00:59:17,083 --> 00:59:20,999 It was very formal, very hierarchical. 1236 00:59:21,083 --> 00:59:23,833 He instituted an executive dining room 1237 00:59:23,999 --> 00:59:26,083 so that the executives didn't have to 1238 00:59:26,125 --> 00:59:28,542 work with the engineers or touch them. 1239 00:59:29,292 --> 00:59:30,999 In a while the new management was 1240 00:59:31,000 --> 00:59:32,917 going to learn that in Silicon Valley 1241 00:59:33,083 --> 00:59:35,958 technology and creativity are one and the same. 1242 00:59:37,292 --> 00:59:39,917 I think they missed something creatively. 1243 00:59:40,083 --> 00:59:42,125 If you have a successful product, 1244 00:59:42,167 --> 00:59:44,458 it's incumbent on you to figure out 1245 00:59:44,458 --> 00:59:46,792 what to replace it with before your competitors do. 1246 00:59:47,792 --> 00:59:52,708 The one insight we didn't have was that you have 1247 00:59:52,750 --> 00:59:54,917 to obsolete your own products as fast as you can. 1248 00:59:57,999 --> 01:00:02,833 I found that Ray was so much different than me. 1249 01:00:03,042 --> 01:00:06,167 I mean, the idea of having a car and a 1250 01:00:06,208 --> 01:00:08,125 driver bringing me to work every day 1251 01:00:08,167 --> 01:00:10,625 was so foreign to everything I stood for. 1252 01:00:10,750 --> 01:00:12,500 No, it wasn't a limousine, it was my car. 1253 01:00:12,958 --> 01:00:14,000 There's a little difference. 1254 01:00:14,667 --> 01:00:17,542 I had a driver, it was one thing I insisted on, 1255 01:00:17,625 --> 01:00:19,292 I said, "I'm not a very good driver 1256 01:00:19,708 --> 01:00:21,875 I didn't want to drive on 101, 1257 01:00:22,000 --> 01:00:24,458 I would need a driver". And they said, "No problem." 1258 01:00:24,667 --> 01:00:26,250 It was not a limousine. 1259 01:00:26,333 --> 01:00:29,958 It was just the wrong way to run an Age of Aquarius company. 1260 01:00:29,999 --> 01:00:32,750 The controversy between Bushnell and Kassar 1261 01:00:32,792 --> 01:00:35,333 went on even when Nolan was no longer there. 1262 01:00:35,542 --> 01:00:37,958 He's a very creative individual, 1263 01:00:38,042 --> 01:00:40,958 he's the idea man and he's brilliant. 1264 01:00:41,083 --> 01:00:42,000 [laughs] 1265 01:00:42,083 --> 01:00:45,667 But he's not a guy, in my opinion, 1266 01:00:45,875 --> 01:00:47,375 capable of running a business. 1267 01:00:47,542 --> 01:00:49,917 What about Ray Kassar? 1268 01:00:50,042 --> 01:00:54,375 I think their strategy under Kassar, if one existed, was 1269 01:00:54,542 --> 01:00:56,417 "Sell as many of these things as we can." 1270 01:00:56,625 --> 01:00:58,292 They saw them as widgets. 1271 01:00:58,500 --> 01:00:59,500 That's so wrong. 1272 01:00:59,667 --> 01:01:01,833 They didn't see a pathway to the future. 1273 01:01:01,917 --> 01:01:03,875 In fact, Warner was trying to move 1274 01:01:03,875 --> 01:01:06,500 away from the usual cash nightmare. 1275 01:01:06,708 --> 01:01:09,250 What this company needed more than anything else 1276 01:01:09,458 --> 01:01:11,917 was just somebody who understood how 1277 01:01:11,917 --> 01:01:13,500 to manage a decent sized business 1278 01:01:13,542 --> 01:01:15,167 and had sound business principles. 1279 01:01:15,167 --> 01:01:17,000 There was no marketing to speak of, 1280 01:01:17,417 --> 01:01:19,417 they weren't even calling on the chains like 1281 01:01:19,458 --> 01:01:21,833 Sears, Penny, there was nothing. 1282 01:01:21,999 --> 01:01:23,917 The coin-op division was the only one 1283 01:01:23,917 --> 01:01:25,999 which seemed to be working properly. 1284 01:01:26,083 --> 01:01:28,125 We had a very strong coin-op position 1285 01:01:28,125 --> 01:01:30,375 as opposed to what we had in consumer. 1286 01:01:30,417 --> 01:01:32,833 We really tried to keep that 1287 01:01:32,833 --> 01:01:36,792 building as an island of creativity 1288 01:01:36,875 --> 01:01:40,125 amidst all of the big company culture that was growing up. 1289 01:01:40,250 --> 01:01:44,000 Soon after Ray began working at Atari, things started to change. 1290 01:01:44,417 --> 01:01:45,750 We were beginning to get the 1291 01:01:45,750 --> 01:01:47,667 distribution, we were beginning to sell 1292 01:01:47,875 --> 01:01:50,958 Sears and other major, we finally got it to Walmart. 1293 01:01:52,000 --> 01:01:54,000 That's what we needed, we didn't have that. 1294 01:01:55,000 --> 01:01:56,875 I would say advertising was 1295 01:01:56,999 --> 01:01:58,417 probably the most important thing. 1296 01:01:58,792 --> 01:02:01,125 We went to Doyle Dane which was 1297 01:02:01,167 --> 01:02:04,833 at that point the top advertising agency. 1298 01:02:05,750 --> 01:02:08,417 In 1978, Atari was basically 1299 01:02:08,458 --> 01:02:10,292 turning into a different company. 1300 01:02:10,542 --> 01:02:14,083 We went from a small, engineering-driven company 1301 01:02:14,125 --> 01:02:16,792 to a very large marketing-driven company. 1302 01:02:16,958 --> 01:02:19,625 Ray Kassar came into direct conflict 1303 01:02:19,667 --> 01:02:22,625 with the engineering style 1304 01:02:22,750 --> 01:02:25,042 that had been established at Atari for many years. 1305 01:02:25,250 --> 01:02:27,125 The relationship between Ray and the hippie 1306 01:02:27,167 --> 01:02:29,458 techs from the bay area never took off. 1307 01:02:29,667 --> 01:02:32,542 Ray came from a very stable fabric industry. 1308 01:02:32,750 --> 01:02:34,417 I think he figured he had a product, 1309 01:02:34,417 --> 01:02:36,417 VCS, that was going to last forever. 1310 01:02:36,833 --> 01:02:38,667 High-tech is changing all the time. 1311 01:02:38,792 --> 01:02:40,208 In one of the very first meetings 1312 01:02:40,250 --> 01:02:42,625 he held, Ray sounded pretty weird. 1313 01:02:42,750 --> 01:02:44,375 He said that we were gonna start 1314 01:02:44,417 --> 01:02:46,292 selling computers in designer colours 1315 01:02:46,292 --> 01:02:47,583 so that women would buy them. 1316 01:02:47,792 --> 01:02:50,000 He was 16 years ahead of the iMac. 1317 01:02:54,083 --> 01:02:56,542 We in engineering were appalled. 1318 01:02:56,792 --> 01:02:59,250 We thought "Yes, he gets merchandising and marketing 1319 01:02:59,250 --> 01:03:01,625 but he doesn't understand the technology at all." 1320 01:03:01,667 --> 01:03:05,542 Christmas 1978 was the moment of truth for Manny and Ray. 1321 01:03:05,792 --> 01:03:08,000 And I got called into Steve Ross's office who was 1322 01:03:08,042 --> 01:03:09,917 the chairman of Warner, and we were alone, 1323 01:03:12,000 --> 01:03:13,542 and he said "What are we going to do?" 1324 01:03:13,708 --> 01:03:17,208 Now remember, this is about December 10th. I said, 1325 01:03:17,333 --> 01:03:20,417 "On December 26th, there won't be a 2600 1326 01:03:20,458 --> 01:03:22,458 on any shelf in any store in America. 1327 01:03:23,042 --> 01:03:25,375 If I'm right, we've got a huge business. 1328 01:03:25,542 --> 01:03:27,500 If I'm wrong, we're in trouble. But there 1329 01:03:27,542 --> 01:03:29,000 is nothing we can do in the next 15 days, 1330 01:03:29,042 --> 01:03:31,083 so let's relax and see what happens." 1331 01:03:31,750 --> 01:03:33,417 And of course, December 26, you 1332 01:03:33,458 --> 01:03:34,917 couldn't get your hands on a 2600. 1333 01:03:35,042 --> 01:03:37,667 I mean, the thing just blew through, it was one 1334 01:03:37,708 --> 01:03:39,125 of the biggest products in the country. 1335 01:03:41,833 --> 01:03:46,208 1979 was the year and it was Space Invaders. 1336 01:03:46,292 --> 01:03:47,708 This is an interesting story. 1337 01:03:47,792 --> 01:03:50,167 Manny Gerard was the kind of New Yorker 1338 01:03:50,250 --> 01:03:52,750 that liked to be on the West Coast most of the time. 1339 01:03:52,792 --> 01:03:53,500 One day 1340 01:03:53,833 --> 01:03:56,000 I went over to coin-operated engineering with the 1341 01:03:56,042 --> 01:03:57,875 people that made the games for the arcades. 1342 01:03:58,000 --> 01:03:59,999 And here are all our engineers, 1343 01:04:00,042 --> 01:04:02,792 with coin-operated Space Invaders, not even our game, 1344 01:04:02,958 --> 01:04:04,458 and they're playing Space Invaders. 1345 01:04:04,750 --> 01:04:07,083 I went into Ray Kassar's office and I said "Ray, 1346 01:04:08,583 --> 01:04:10,250 I want to make a Space Invaders cartridge 1347 01:04:10,375 --> 01:04:11,750 and I want to license the name." 1348 01:04:11,917 --> 01:04:15,083 Licensing a coin-op title for the home was rather new: 1349 01:04:15,208 --> 01:04:17,458 more often you simply stole the technology. 1350 01:04:17,750 --> 01:04:19,500 And I said to him, "Ray if we can't 1351 01:04:19,542 --> 01:04:21,625 license the name, steal the technology." 1352 01:04:22,167 --> 01:04:23,500 I said "Duplicate it. 1353 01:04:23,583 --> 01:04:25,750 But I'd rather license the name," and we did. 1354 01:04:25,750 --> 01:04:29,708 Licensing became reasonable when video games became brands. 1355 01:04:29,833 --> 01:04:33,583 Through '78 the majority of things are Pong and racing. 1356 01:04:33,667 --> 01:04:36,333 Space Invaders creates this relentless world. 1357 01:04:36,708 --> 01:04:38,792 You know you're gonna die sooner or later, 1358 01:04:38,917 --> 01:04:42,333 those Space Invaders, they just keep on marching back and forth 1359 01:04:42,417 --> 01:04:44,167 and back and forth and you know, your 1360 01:04:44,167 --> 01:04:45,999 bases are dissolving around you, 1361 01:04:46,167 --> 01:04:50,000 and it's a pretty good representation of a nightmare. 1362 01:04:50,083 --> 01:04:51,625 Two things made Space Invaders a 1363 01:04:51,667 --> 01:04:53,542 breakthrough: one was the gameplay. 1364 01:04:53,625 --> 01:04:56,167 Space Invaders was a monster game, 1365 01:04:56,208 --> 01:04:57,583 I mean, it was such a good game. 1366 01:04:58,333 --> 01:05:02,125 Space Invaders was another game that had the beauty of 1367 01:05:02,500 --> 01:05:04,333 the "simple to learn, hard to master," 1368 01:05:04,417 --> 01:05:07,583 you could see how the game was getting more difficult as 1369 01:05:07,917 --> 01:05:10,792 the aliens move faster and drop down lower. 1370 01:05:10,958 --> 01:05:12,917 But Space Invaders could also convey 1371 01:05:12,958 --> 01:05:14,792 the idea that you were "there" somehow. 1372 01:05:14,917 --> 01:05:19,042 The game play, the pacing of the game, the suspense, 1373 01:05:19,083 --> 01:05:22,917 the theme, was, you know, just completely captivating. 1374 01:05:23,333 --> 01:05:26,042 I think it captured the entire world really to the 1375 01:05:26,083 --> 01:05:28,708 potential of video games and where they could go. 1376 01:05:28,917 --> 01:05:30,500 It was clear from the start that 1377 01:05:30,500 --> 01:05:32,417 Space Invaders could start a craze. 1378 01:05:32,542 --> 01:05:35,542 When Space Invaders started in Japan, 1379 01:05:35,542 --> 01:05:38,125 many thousands of arcades opened up 1380 01:05:38,708 --> 01:05:40,833 just to be able to play Space Invaders. 1381 01:05:40,917 --> 01:05:42,875 They were called Invader Houses. 1382 01:05:43,542 --> 01:05:47,250 This caused a shortage of the hundred yen coin in Japan. 1383 01:05:47,250 --> 01:05:49,917 Manny Gerard move proved to be the right one. 1384 01:05:50,000 --> 01:05:51,875 We licensed Space Invaders, 1385 01:05:53,417 --> 01:05:57,667 and the game was introduced in September of '79, 1386 01:05:57,875 --> 01:05:59,999 and it was an instant phenomenon. 1387 01:06:00,208 --> 01:06:03,417 Suddenly the 2600 was the most 1388 01:06:03,458 --> 01:06:05,833 exciting product anybody had ever seen. 1389 01:06:07,792 --> 01:06:11,000 This was more a brand licence than anything else. 1390 01:06:11,083 --> 01:06:15,250 The Atari VCS technically could not actually do Space Invaders. 1391 01:06:15,500 --> 01:06:18,417 You were not supposed to be able to have rows 1392 01:06:18,667 --> 01:06:21,500 full of enemies that could be individually shot. 1393 01:06:21,750 --> 01:06:24,333 So they would tell it to draw that same 1394 01:06:24,375 --> 01:06:25,625 sprite over and over and over again. 1395 01:06:25,833 --> 01:06:27,917 It didn't quite look like the arcade version, 1396 01:06:28,042 --> 01:06:29,999 but it was unmistakably Space Invaders, 1397 01:06:30,167 --> 01:06:33,125 and it was a big, big hit for Atari. 1398 01:06:33,292 --> 01:06:35,167 Space Invaders had opened a brief 1399 01:06:35,167 --> 01:06:37,333 era, now known as the Golden Age. 1400 01:06:37,542 --> 01:06:39,542 There was an arcade golden age that started 1401 01:06:39,583 --> 01:06:43,542 in late '79. It really lasted through '81. 1402 01:06:43,875 --> 01:06:51,042 In 1981, Americans spent 75,000 man-years playing arcade games. 1403 01:06:51,250 --> 01:06:54,792 They dropped 20 billion quarters into arcade machines - 1404 01:06:55,208 --> 01:06:56,458 that's a golden age. 1405 01:06:56,583 --> 01:06:58,583 Video game creativity was probably 1406 01:06:58,583 --> 01:07:00,417 reaching a peak in those days. 1407 01:07:00,542 --> 01:07:03,750 You get Galaxian, Moon Cresta, 1408 01:07:03,792 --> 01:07:06,917 and people are enjoying those, and then comes Pac-man, 1409 01:07:06,958 --> 01:07:08,958 and no one was ready for that. 1410 01:07:09,250 --> 01:07:12,083 Pac-man was yet another shift in terms of audience. 1411 01:07:12,208 --> 01:07:15,458 Iwatani wanted to appeal to women, 1412 01:07:15,500 --> 01:07:17,792 and specifically he wanted to appeal to couples. 1413 01:07:17,875 --> 01:07:21,458 You know, if I can get these two people 1414 01:07:21,500 --> 01:07:23,500 on a date to play this game together, 1415 01:07:23,542 --> 01:07:25,542 then I could really possibly have a hit on my hands. 1416 01:07:25,750 --> 01:07:28,250 Toru Iwatani had been doing marketing. 1417 01:07:28,292 --> 01:07:29,792 from the developer's standpoint. 1418 01:07:30,333 --> 01:07:32,500 Girls love getting dessert at restaurants, 1419 01:07:32,750 --> 01:07:34,250 so you know, what if I had a game with 1420 01:07:34,292 --> 01:07:35,542 all these little food items in it, 1421 01:07:35,583 --> 01:07:38,042 let's make the monsters cute. Let's not do a 1422 01:07:38,083 --> 01:07:39,999 space game where everything is black and white, 1423 01:07:40,042 --> 01:07:42,125 let's make very vibrant colours. 1424 01:07:42,167 --> 01:07:43,833 The girl, who was probably the one 1425 01:07:43,875 --> 01:07:45,333 dragging the guy to the bowling alley, 1426 01:07:45,417 --> 01:07:47,125 she would actually say, "Oh, that's 1427 01:07:47,125 --> 01:07:48,833 so cute, I wanna go play this game." 1428 01:07:50,417 --> 01:07:53,000 Iwatani's ideas definitely hit the mark. 1429 01:07:53,125 --> 01:07:57,583 Within a year, Pac-man's on the cover of Time magazine 1430 01:07:57,625 --> 01:07:59,833 and MAD magazine in the same year. 1431 01:08:00,333 --> 01:08:01,417 Before Pac-man, 1432 01:08:01,583 --> 01:08:02,999 most of the people who would hang out there 1433 01:08:02,999 --> 01:08:05,333 would have lots of tattoos and smoke cigars. 1434 01:08:05,375 --> 01:08:07,833 Pac-man came out, it started bringing the 1435 01:08:07,875 --> 01:08:09,708 public into the recreational centres. 1436 01:08:09,750 --> 01:08:12,708 Once again, the gameplay was pretty easy to learn. 1437 01:08:12,833 --> 01:08:15,000 You are pretty much guaranteed of making 1438 01:08:15,042 --> 01:08:17,375 progress when you first start playing it. 1439 01:08:17,500 --> 01:08:19,833 You start eating dots, your score starts going up, 1440 01:08:19,875 --> 01:08:21,875 I mean it's very, very easy in Pac-man 1441 01:08:21,958 --> 01:08:24,500 to eat the first energizer dot. 1442 01:08:24,542 --> 01:08:26,708 And it's very easy to eat your first ghost. 1443 01:08:26,917 --> 01:08:28,500 At the same time Atari was 1444 01:08:28,542 --> 01:08:30,833 experimenting with vector displays. 1445 01:08:30,958 --> 01:08:32,417 They were very clear: you could 1446 01:08:32,417 --> 01:08:34,917 create Star Wars-looking spaceships, 1447 01:08:34,999 --> 01:08:37,042 that's what Space Wars had looked like from the start. 1448 01:08:37,375 --> 01:08:39,583 One of the smartest engineers in the coin-op 1449 01:08:39,583 --> 01:08:42,208 division was Ed Logg: the Golden Boy. 1450 01:08:42,250 --> 01:08:46,375 Ed Logg did Asteroids, which was Atari's all-time biggest game. 1451 01:08:46,667 --> 01:08:49,125 Every time you shoot one to blow it up and protect 1452 01:08:49,125 --> 01:08:51,292 your ship it breaks into smaller asteroids. 1453 01:08:51,458 --> 01:08:54,208 I think he wanted to include elements of the game, 1454 01:08:54,250 --> 01:08:57,208 the 'impending doom' kind of elements, the self-preservation 1455 01:08:58,167 --> 01:09:00,917 that were found in Space Invaders. 1456 01:09:01,292 --> 01:09:05,292 Asteroids perfectly applied the Atari mantra about gameplay. 1457 01:09:05,500 --> 01:09:06,917 If you looked up "Easy to learn, 1458 01:09:06,958 --> 01:09:09,625 hard to master" in a book of quotes 1459 01:09:09,708 --> 01:09:11,875 there would be a picture of Asteroids right next to it. 1460 01:09:12,167 --> 01:09:16,250 Also, Ed Rotberg achieved huge outcomes with vector displays. 1461 01:09:16,417 --> 01:09:19,833 Ed Rotberg came up with Battle Zone. 1462 01:09:19,875 --> 01:09:25,583 The game was based upon taking the original Tank game idea 1463 01:09:25,667 --> 01:09:31,875 and making a first-person 3-D game using the vector graphics. 1464 01:09:31,999 --> 01:09:34,999 Battlezone was a step forward to an immersive environment. 1465 01:09:35,167 --> 01:09:37,250 This was the first game that let you freely 1466 01:09:37,292 --> 01:09:39,458 move around in a three-dimensional world. 1467 01:09:39,625 --> 01:09:41,792 That was new, that was not something 1468 01:09:41,833 --> 01:09:43,500 that most people experienced. 1469 01:09:43,958 --> 01:09:47,542 The arcade games had progressed to the point where they were 1470 01:09:47,750 --> 01:09:50,958 more like a computer that you might recognize today. 1471 01:09:54,292 --> 01:09:55,667 You should design your business 1472 01:09:55,708 --> 01:09:57,208 on the assumption that not all of the 1473 01:09:57,208 --> 01:09:58,875 smart people in the world work for you. 1474 01:09:58,917 --> 01:10:01,250 By the beginning of the 1980s the VCS 1475 01:10:01,250 --> 01:10:03,417 was still surprisingly successful. 1476 01:10:03,750 --> 01:10:06,542 They were doubling their sales volume every year. 1477 01:10:06,750 --> 01:10:10,125 They went from 30 million, to 60 million, 1478 01:10:10,167 --> 01:10:12,917 to 120 million, to a quarter of a billion 1479 01:10:12,958 --> 01:10:15,292 to half a billion, to a billion dollars, 1480 01:10:15,292 --> 01:10:17,750 to 2 billion dollars in consecutive years. 1481 01:10:17,917 --> 01:10:20,208 In 1982 they grossed 2 billion dollars. 1482 01:10:20,292 --> 01:10:21,667 This was the hardware that 1483 01:10:21,667 --> 01:10:24,583 appeared severely limited in 1977. 1484 01:10:24,667 --> 01:10:27,000 The programmers continually surprised 1485 01:10:27,000 --> 01:10:28,999 us with how clever they were, 1486 01:10:29,000 --> 01:10:32,000 and it went a lot farther than anybody expected. 1487 01:10:33,667 --> 01:10:35,875 David Crane from the consumer division was 1488 01:10:35,875 --> 01:10:38,667 considered to be one of the wizards of the VCS. 1489 01:10:38,750 --> 01:10:40,250 I actually loved that machine. 1490 01:10:40,333 --> 01:10:42,333 You have the hardware telling you, 1491 01:10:42,375 --> 01:10:43,999 well this is all you can do. 1492 01:10:44,208 --> 01:10:47,417 The technical boundaries, they could lead you in a direction. 1493 01:10:47,667 --> 01:10:50,125 Throughout 1978 Mattel had considered 1494 01:10:50,167 --> 01:10:51,542 entering the console market. 1495 01:10:51,875 --> 01:10:54,500 Mattel looked and said, "You know what, that VCS, 1496 01:10:54,500 --> 01:10:57,625 that's a toy. We should be doing that too." 1497 01:10:57,833 --> 01:10:59,375 Mattel was saying, 1498 01:10:59,583 --> 01:11:01,208 "Technology is coming down the pipes 1499 01:11:01,458 --> 01:11:03,958 to do a better job to put up an entire screen at a time." 1500 01:11:04,292 --> 01:11:07,167 Not so different from the VCS, Intellivision 1501 01:11:07,208 --> 01:11:09,958 relied on a dedicated chip for graphics. 1502 01:11:10,083 --> 01:11:12,042 They called it STIC, S-T-I-C. 1503 01:11:12,083 --> 01:11:14,583 Standard Television Interface Chip, 1504 01:11:15,292 --> 01:11:18,208 which sounds nice and generic and presumptuous. 1505 01:11:18,250 --> 01:11:21,125 Basically it created eight positionable 1506 01:11:21,167 --> 01:11:22,708 objects so that freed up the processor 1507 01:11:22,750 --> 01:11:26,042 to concentrate entirely on the gameplay. 1508 01:11:27,875 --> 01:11:30,125 Cleverly enough, Dave Rolfe compiled an 1509 01:11:30,125 --> 01:11:32,458 operating system for the Intellivision. 1510 01:11:32,625 --> 01:11:33,958 You have to draw the object, you have to 1511 01:11:33,958 --> 01:11:36,583 put the picture into the video memory, 1512 01:11:36,667 --> 01:11:39,083 you have to give commands to the computer hardware. 1513 01:11:39,125 --> 01:11:40,708 A lot of that is very generic, 1514 01:11:41,250 --> 01:11:42,625 so all of the stuff which is similar, 1515 01:11:42,667 --> 01:11:43,917 common between games, could be put 1516 01:11:44,167 --> 01:11:45,792 into a common operating system, 1517 01:11:45,958 --> 01:11:47,375 which was another reason we could do better games. 1518 01:11:47,583 --> 01:11:50,833 In 1981 the console war was reaching its climax, 1519 01:11:51,000 --> 01:11:53,042 and Nintendo was trying to benefit from it. 1520 01:11:53,167 --> 01:11:58,292 We were not in home video game business yet, so 1521 01:11:58,750 --> 01:12:03,667 we decided the successful Donkey Kong in coin-op 1522 01:12:03,875 --> 01:12:07,125 we should license it to different companies. 1523 01:12:07,333 --> 01:12:11,333 We looked at Atari and Coleco and other companies. 1524 01:12:11,583 --> 01:12:15,208 The console war had ignited another war: the licence war. 1525 01:12:15,292 --> 01:12:19,125 You had kids that were going to arcades and playing games. 1526 01:12:19,333 --> 01:12:21,542 You knew what the hits were in advance. 1527 01:12:21,750 --> 01:12:22,833 It's like saying, 1528 01:12:23,125 --> 01:12:25,958 "Gee, I'd like Harry Potter books to make movies." 1529 01:12:25,999 --> 01:12:28,542 Of course you would. They're pre-sold. The marketing is done. 1530 01:12:28,750 --> 01:12:33,042 Coleco had entered the video game market as early as 1976. 1531 01:12:33,208 --> 01:12:35,917 Coleco was short for Connecticut Leather Company. 1532 01:12:36,667 --> 01:12:39,833 Greenberg, the guy who owned Coleco, had big ideas. 1533 01:12:39,917 --> 01:12:42,667 He's like Nolan. He doesn't wanna stay 1534 01:12:42,708 --> 01:12:45,958 small. And so he expanded into video games. 1535 01:12:46,042 --> 01:12:48,625 The Coleco Telstar had been the competitor 1536 01:12:48,667 --> 01:12:51,875 of the Atari Home Pong back in 1976. 1537 01:12:51,917 --> 01:12:55,750 Coleco made a pretty good splash with the Telstar, 1538 01:12:55,833 --> 01:12:57,917 and their early Pong competition. 1539 01:12:58,125 --> 01:13:01,667 Made a much bigger splash, years later in '81 1540 01:13:01,708 --> 01:13:03,833 when they came out with the Coleco Vision. 1541 01:13:03,875 --> 01:13:06,417 In 1982, Coleco hardware could beat 1542 01:13:06,458 --> 01:13:08,583 the VCS by an order of magnitude. 1543 01:13:08,625 --> 01:13:11,000 We decided Coleco Vision is 1544 01:13:11,125 --> 01:13:13,999 probably the best quality hardware. 1545 01:13:14,250 --> 01:13:18,083 Coleco doesn't have many hot games, 1546 01:13:18,083 --> 01:13:21,999 so they will really push Donkey Kong 1547 01:13:22,250 --> 01:13:23,917 in order to sell the hardware. 1548 01:13:24,083 --> 01:13:27,292 So Coleco started marketing 1549 01:13:27,458 --> 01:13:29,833 Coleco Vision together with Donkey Kong. 1550 01:13:29,958 --> 01:13:31,708 Donkey Kong on Coleco Vision 1551 01:13:31,750 --> 01:13:33,750 looked just like the arcade game. 1552 01:13:33,875 --> 01:13:35,542 Manny Gerard was the strongest 1553 01:13:35,583 --> 01:13:37,708 supporter of a Donkey Kong licence. 1554 01:13:37,833 --> 01:13:43,292 I said to Ray Kassar, "Why didn't we license Donkey Kong?" 1555 01:13:43,667 --> 01:13:47,333 And he said, and this one's burned in my brain, 1556 01:13:47,958 --> 01:13:49,958 he said, "Because they wanted two dollars a 1557 01:13:49,999 --> 01:13:52,375 cartridge for it". We still paid 50-60 cents 1558 01:13:52,583 --> 01:13:57,333 "Ray, we got 88 per cent gross margins on these cartridges. 1559 01:13:57,417 --> 01:14:00,333 A year from now, Ray, we will collectively 1560 01:14:01,250 --> 01:14:03,708 crawl through shards of broken glass 1561 01:14:03,792 --> 01:14:05,999 to pay 2 dollars a cartridge." 1562 01:14:06,542 --> 01:14:09,708 I don't remember any serious discussion 1563 01:14:09,750 --> 01:14:11,667 about Donkey Kong, quite frankly. 1564 01:14:11,917 --> 01:14:14,917 At that moment licensing coin-op brands, or any 1565 01:14:14,917 --> 01:14:18,125 other brand or concept, was the key to success. 1566 01:14:18,500 --> 01:14:21,833 The business was outrageously profitable and what 1567 01:14:21,875 --> 01:14:25,667 was driving the business was the coin-op title. 1568 01:14:25,917 --> 01:14:27,999 Mattel was interested in licensing product, 1569 01:14:27,999 --> 01:14:30,000 Coleco was interested in licensing product, 1570 01:14:30,208 --> 01:14:31,542 everybody wanted to license. 1571 01:14:31,583 --> 01:14:34,458 Mattel had found a decent market share in sports games. 1572 01:14:34,542 --> 01:14:37,125 Mattel was very big on buying company logos. 1573 01:14:37,167 --> 01:14:39,000 It wasn't baseball, it was Major-League 1574 01:14:39,042 --> 01:14:40,250 Baseball. They had the logo. 1575 01:14:40,333 --> 01:14:42,083 Blackjack and Poker wasn't Blackjack and 1576 01:14:42,125 --> 01:14:44,333 Poker, it was Las Vegas Blackjack and Poker. 1577 01:14:44,375 --> 01:14:46,875 They paid, I think, the city of Las Vegas for that logo. 1578 01:14:46,958 --> 01:14:49,042 Colecovision was indisputably more 1579 01:14:49,083 --> 01:14:51,625 powerful than any other console around. 1580 01:14:51,708 --> 01:14:53,708 And their whole thing was arcade fidelity. 1581 01:14:53,792 --> 01:14:56,333 They look so much more like the arcade counterparts 1582 01:14:56,417 --> 01:14:58,458 than anything you're gonna get on the Atari, 1583 01:14:58,583 --> 01:15:00,250 anything you're gonna get on the Intellivision. 1584 01:15:00,458 --> 01:15:02,167 Most popular home video game! 1585 01:15:02,250 --> 01:15:04,833 More and more, the consumer division at Atari 1586 01:15:04,833 --> 01:15:06,958 was relying on third party properties. 1587 01:15:07,042 --> 01:15:09,917 Strategically it was very smart. 1588 01:15:09,999 --> 01:15:13,083 The execution was not always very good. 1589 01:15:13,125 --> 01:15:14,917 In fact, it was poor in some cases. 1590 01:15:19,167 --> 01:15:20,999 The downside of licensing a brand 1591 01:15:20,999 --> 01:15:22,917 is that you have a promise to honour. 1592 01:15:23,083 --> 01:15:26,500 You know, people were expecting to see, you know, 1593 01:15:26,500 --> 01:15:29,542 the detailed graphics of the arcade machines, but 1594 01:15:29,792 --> 01:15:31,208 they would end up seeing the simple 1595 01:15:31,208 --> 01:15:33,250 graphics of the, the VCS machine. 1596 01:15:33,667 --> 01:15:36,333 Most of the conversions of the arcade games 1597 01:15:36,333 --> 01:15:38,250 into the VCS turned out to be quite challenging. 1598 01:15:41,292 --> 01:15:43,667 The explosion in software created what I 1599 01:15:43,708 --> 01:15:45,875 like to call the intellectual blue collar. 1600 01:15:45,999 --> 01:15:48,542 One day Atari programmers understood 1601 01:15:48,583 --> 01:15:50,667 their actual role in the business. 1602 01:15:50,750 --> 01:15:53,292 The marketing department sent out a memo. 1603 01:15:53,542 --> 01:15:55,292 What they were saying was, 1604 01:15:55,500 --> 01:15:58,000 "Do more that sold a lot of games, instead of 1605 01:15:58,250 --> 01:15:59,999 the kind that sold a few games." 1606 01:16:00,125 --> 01:16:01,792 The memo, for the sake of 1607 01:16:01,792 --> 01:16:04,458 exactitude, reported some numbers. 1608 01:16:04,583 --> 01:16:06,625 We added them up, and the four of us 1609 01:16:06,833 --> 01:16:09,917 were responsible for 60 per cent of Atari's sales. 1610 01:16:10,125 --> 01:16:11,958 So the four of us were responsible 1611 01:16:12,000 --> 01:16:14,167 for 60 million dollars in one year. 1612 01:16:14,417 --> 01:16:17,750 Needless to say, those engineers were very good at maths. 1613 01:16:17,917 --> 01:16:19,417 In the software industry, the people 1614 01:16:19,417 --> 01:16:20,875 at the bottom of the org chart 1615 01:16:20,917 --> 01:16:23,083 were just as smart, if not smarter, 1616 01:16:23,167 --> 01:16:24,875 than the people who were managing them. 1617 01:16:25,083 --> 01:16:27,708 Which was OK, as long as the people who were 1618 01:16:27,708 --> 01:16:30,333 managing them didn't try to manipulate them. 1619 01:16:30,458 --> 01:16:32,292 Ray's relation with game designers 1620 01:16:32,333 --> 01:16:34,708 was not ideal from the very start. 1621 01:16:34,958 --> 01:16:39,208 Ray famously held a meeting when he first got in 1622 01:16:39,583 --> 01:16:44,792 and he said, you know, "I want to put everyone's fears to rest. 1623 01:16:44,958 --> 01:16:48,292 I've worked with designers for years in my career." 1624 01:16:48,458 --> 01:16:50,208 and somebody thought "Oh my Lord, 1625 01:16:50,250 --> 01:16:52,250 he's talking about towel designers." 1626 01:16:52,375 --> 01:16:55,250 Bob Whitehead, Alan Miller, Larry Kaplan and 1627 01:16:55,250 --> 01:16:58,167 David Crane decided to go see Ray Kassar. 1628 01:16:58,542 --> 01:17:00,917 We took that memo and we went to Ray Kassar, 1629 01:17:01,042 --> 01:17:05,875 we said "You know, we're good company men. We love Atari." 1630 01:17:05,999 --> 01:17:09,875 A lot of these, these games, they were created by one guy. 1631 01:17:10,917 --> 01:17:13,250 If there's music in the game, the guy did the music. 1632 01:17:13,333 --> 01:17:15,208 If there' s art in the game, the guy did the art. 1633 01:17:15,458 --> 01:17:18,500 They made a proposal which saw royalties involved. 1634 01:17:19,750 --> 01:17:22,583 Can you just take 10 cents out of every 1635 01:17:22,625 --> 01:17:25,417 cartridge and put it into a bonus pool 1636 01:17:25,500 --> 01:17:27,667 and you know, divide it up so that those 1637 01:17:27,667 --> 01:17:30,500 people who do better games make more money? 1638 01:17:30,750 --> 01:17:32,417 They can't put their names on the 1639 01:17:32,500 --> 01:17:34,417 games. They can take no credit. 1640 01:17:34,542 --> 01:17:36,292 They're not even really supposed to go home and say, 1641 01:17:36,333 --> 01:17:39,125 "Hey I worked on this game," if they see someone playing it. 1642 01:17:39,333 --> 01:17:42,792 This was not the business model that Kassar had in mind. 1643 01:17:42,917 --> 01:17:46,792 Ray Kassar looked us in the eye and said, 1644 01:17:46,958 --> 01:17:50,417 "You are no more important to Atari than the person 1645 01:17:50,458 --> 01:17:52,042 on the assembly line who puts them together." 1646 01:17:53,083 --> 01:17:56,667 I don't remember, they were coming to me asking for a bonus. 1647 01:17:57,083 --> 01:17:59,375 The engineers started to think seriously 1648 01:17:59,375 --> 01:18:01,375 that Kassar didn't like them at all. 1649 01:18:01,667 --> 01:18:04,292 He was quoted in, I think, Fortune magazine 1650 01:18:04,542 --> 01:18:07,500 calling our engineers as a bunch of high strung prima Donnas 1651 01:18:07,750 --> 01:18:08,833 that are a dime-a-dozen. 1652 01:18:08,875 --> 01:18:11,958 They are prima donnas, they were, but they were great. 1653 01:18:12,250 --> 01:18:14,042 Within a week we had a T-shirt made 1654 01:18:14,125 --> 01:18:15,250 that said "I'm just a high-strung 1655 01:18:15,292 --> 01:18:16,833 prima donna engineer from Atari." 1656 01:18:16,999 --> 01:18:18,542 The four programmers left Ray's 1657 01:18:18,583 --> 01:18:21,125 office with a precise idea in mind. 1658 01:18:21,417 --> 01:18:23,417 We were escorted out of his office 1659 01:18:23,458 --> 01:18:25,292 by one of his senior vice presidents. 1660 01:18:25,542 --> 01:18:26,167 He said, 1661 01:18:26,583 --> 01:18:28,000 "It's pretty clear you guys are going to 1662 01:18:28,042 --> 01:18:30,458 be leaving, good luck, I wish you well. 1663 01:18:30,542 --> 01:18:31,833 There's nothing we can do." 1664 01:18:31,917 --> 01:18:34,042 The initial idea behind Activision 1665 01:18:34,083 --> 01:18:35,999 was still very corporate indeed. 1666 01:18:36,042 --> 01:18:39,375 We should either go out and form just a small company 1667 01:18:39,417 --> 01:18:41,875 to develop games and sell them back to Atari. 1668 01:18:41,917 --> 01:18:46,875 We weren't ready to work with an outside group like that. 1669 01:18:47,000 --> 01:18:51,583 Or maybe we just go all the way and create a publishing company. 1670 01:18:51,792 --> 01:18:54,292 Activision was the first third party 1671 01:18:54,333 --> 01:18:55,917 developer of video game software. 1672 01:18:56,042 --> 01:18:58,708 Manny Gerard had known from the very start that 1673 01:18:58,708 --> 01:19:01,875 Atari was just another form of the entertainment industry. 1674 01:19:01,917 --> 01:19:03,333 Let's be straight about this. 1675 01:19:03,625 --> 01:19:06,250 Forget the superstars, the superstars always reach 1676 01:19:06,292 --> 01:19:08,250 a place where they can get whatever they want, 1677 01:19:08,667 --> 01:19:11,999 but in the main, as you go through any creative industry. 1678 01:19:11,999 --> 01:19:15,708 I don't care if it is movies, or music, or video games, 1679 01:19:15,875 --> 01:19:19,125 the creators of great success, 1680 01:19:19,333 --> 01:19:21,167 frequently feel, and maybe correctly, 1681 01:19:21,417 --> 01:19:22,833 but the business model doesn't allow, 1682 01:19:22,999 --> 01:19:24,167 that they don't get enough money 1683 01:19:24,417 --> 01:19:26,250 because you don't know what a great success is. 1684 01:19:26,458 --> 01:19:28,208 You don't know until after it happens. 1685 01:19:28,792 --> 01:19:31,500 Interest about the new company was rising high. 1686 01:19:31,667 --> 01:19:34,083 Activision went to its first trade show 1687 01:19:34,250 --> 01:19:36,375 with four games for sale: 1688 01:19:36,458 --> 01:19:39,583 Dragster, Boxing, Checkers and Fishing Derby. 1689 01:19:39,792 --> 01:19:44,792 Activision was, it was the hit of the show, I have to say. 1690 01:19:44,875 --> 01:19:48,708 Initially Atari wasn't that much concerned about the competition. 1691 01:19:48,875 --> 01:19:50,708 They thought they were safe 1692 01:19:50,750 --> 01:19:53,375 because they had trade secrets that weren't published 1693 01:19:53,625 --> 01:19:55,917 on a machine that was difficult to program. 1694 01:19:56,083 --> 01:19:59,167 We tried to stop them by suing them and that didn't work. 1695 01:19:59,333 --> 01:20:02,083 In court Activision easily demonstrated 1696 01:20:02,167 --> 01:20:03,875 that they didn't steal any secrets. 1697 01:20:04,000 --> 01:20:07,750 It was possible to reverse engineer how it was programmed 1698 01:20:07,917 --> 01:20:10,917 so that they could do business without 1699 01:20:11,083 --> 01:20:14,125 being subject to a theft of trade secrets prosecution. 1700 01:20:14,250 --> 01:20:16,625 I think Atari actually tried to sue them 1701 01:20:16,667 --> 01:20:19,375 to find out how they'd done some of the things they were doing. 1702 01:20:19,500 --> 01:20:21,042 Activision's games actually had 1703 01:20:21,083 --> 01:20:23,167 something that the Atari ones lacked. 1704 01:20:23,250 --> 01:20:25,042 We used a number of techniques. 1705 01:20:25,125 --> 01:20:27,917 They were doing 2 or 3 times the number of colours 1706 01:20:27,958 --> 01:20:29,958 that the system was supposed to be able to show. 1707 01:20:30,000 --> 01:20:33,333 We would only use the greenest grass and the bluest sky. 1708 01:20:33,417 --> 01:20:35,583 You would say, "Wow, that looks better 1709 01:20:35,792 --> 01:20:37,875 than the games that Atari was doing," 1710 01:20:38,000 --> 01:20:39,917 and nobody understood why. 1711 01:20:44,417 --> 01:20:46,583 David Crane went on to design one of 1712 01:20:46,667 --> 01:20:49,000 the best known VCS games of all time. 1713 01:20:49,083 --> 01:20:52,625 I figured out a way to draw a little running man. 1714 01:20:52,792 --> 01:20:55,667 So I asked myself, "All right, he's running... 1715 01:20:56,833 --> 01:20:57,750 Where is he running?" 1716 01:20:57,917 --> 01:21:00,625 So I made a path, now he's running on a path. 1717 01:21:00,875 --> 01:21:02,792 Where is the path? Let's put the path 1718 01:21:02,792 --> 01:21:04,667 in a jungle. I drew a couple of trees. 1719 01:21:04,750 --> 01:21:07,708 Why is he running? I put some treasures 1720 01:21:07,750 --> 01:21:10,042 and, you know, the scorpions. 1721 01:21:10,083 --> 01:21:12,000 Pitfall urged the player to explore a 1722 01:21:12,042 --> 01:21:14,083 whole new world within the machine. 1723 01:21:14,250 --> 01:21:18,083 I used a special binary counter to define the screens 1724 01:21:18,167 --> 01:21:21,208 instead of making every screen a block of data. 1725 01:21:21,333 --> 01:21:25,750 There were 254 screens, I think, in the Pitfall world. 1726 01:21:25,833 --> 01:21:29,792 Technically, Pitfall inspired thousands of games yet to come. 1727 01:21:29,917 --> 01:21:33,333 What it did do is it created an entire genre of video games. 1728 01:21:33,750 --> 01:21:36,167 What are called the platform games. 1729 01:21:36,292 --> 01:21:41,500 There were maybe 600 platformer games made after Pitfall. 1730 01:21:41,667 --> 01:21:43,958 Unfortunately, Activision's success 1731 01:21:43,999 --> 01:21:46,583 inspired emulation in the Atari ranks. 1732 01:21:46,875 --> 01:21:47,958 Most of the people 1733 01:21:47,999 --> 01:21:50,042 didn't particularly like the guys at Activision. 1734 01:21:50,542 --> 01:21:52,208 They kind of looked down on everyone 1735 01:21:52,250 --> 01:21:53,875 else, according to everyone else at least. 1736 01:21:53,917 --> 01:21:55,625 Especially Dave Crane, who has that 1737 01:21:55,667 --> 01:21:57,750 side of inherent personality anyway. 1738 01:21:57,833 --> 01:21:59,417 Activision's success 1739 01:22:00,375 --> 01:22:02,750 made people say, "Well gee, all I have to do is 1740 01:22:02,792 --> 01:22:04,667 borrow some money from a venture capitalist, 1741 01:22:04,833 --> 01:22:06,708 put some programmers in a room and 1742 01:22:06,750 --> 01:22:08,667 tell them to design video games." 1743 01:22:08,792 --> 01:22:10,500 Other key people in the consumer 1744 01:22:10,500 --> 01:22:12,583 division were thinking about leaving. 1745 01:22:12,667 --> 01:22:15,875 About that time I had decided 1746 01:22:16,000 --> 01:22:19,958 that the five thousand person, multi-billion-dollar 1747 01:22:19,999 --> 01:22:22,167 company environment wasn't for me anymore. 1748 01:22:22,417 --> 01:22:24,458 I called my good friend Bill Grub who was 1749 01:22:24,458 --> 01:22:26,583 the vice-president of sales at Atari 1750 01:22:26,708 --> 01:22:27,833 for the consumer division. 1751 01:22:27,917 --> 01:22:29,917 Two weeks later, Imagic was born. 1752 01:22:29,958 --> 01:22:31,083 We went out and raised a couple 1753 01:22:31,083 --> 01:22:32,667 million dollars in a couple of days. 1754 01:22:32,750 --> 01:22:34,542 The game developers were becoming 1755 01:22:34,542 --> 01:22:36,625 something closer to an entertainment star 1756 01:22:36,667 --> 01:22:38,333 than some weird engineer. 1757 01:22:38,375 --> 01:22:41,000 It's easy to say it wasn't only the money. 1758 01:22:41,042 --> 01:22:44,750 Atari wanted the programmers to remain anonymous, 1759 01:22:45,083 --> 01:22:49,042 and we made it a point to identify 1760 01:22:49,083 --> 01:22:50,833 the programmers and the artists. 1761 01:22:50,958 --> 01:22:54,208 Competition brought better games, at least initially. 1762 01:22:54,333 --> 01:22:56,917 We as programmers took it upon ourselves 1763 01:22:56,958 --> 01:22:59,375 to continually challenge Activision. 1764 01:22:59,500 --> 01:23:02,417 Our biggest hit out of the chute was a product 1765 01:23:02,458 --> 01:23:04,833 called Demon Attack, which was done by Rob Fulop. 1766 01:23:04,917 --> 01:23:08,333 That was a big hit for Imagic, we sold many millions of those. 1767 01:23:08,375 --> 01:23:10,292 As entertainment stars, programmers 1768 01:23:10,292 --> 01:23:12,250 started to behave accordingly. 1769 01:23:12,375 --> 01:23:14,458 Programmer egos were much larger than 1770 01:23:14,458 --> 01:23:17,000 what would have fitted in 128 bytes. 1771 01:23:17,083 --> 01:23:20,583 I used to drive, at that time, a Porsche 928, 1772 01:23:20,625 --> 01:23:24,125 David Crane had a BMW 7 series. 1773 01:23:24,250 --> 01:23:26,250 We all drove, you know, fancy fast 1774 01:23:26,292 --> 01:23:28,208 cars, we all made a lot of money. 1775 01:23:28,375 --> 01:23:30,542 Behaving as stars had its upsides 1776 01:23:30,583 --> 01:23:32,292 as well as the downsides. 1777 01:23:32,292 --> 01:23:35,458 They were very sensitive, very sensitive, 1778 01:23:35,458 --> 01:23:38,708 very creative, like children, 1779 01:23:38,917 --> 01:23:41,458 so I spent a lot of time trying to reassure 1780 01:23:41,458 --> 01:23:43,583 them that I wasn't really a bad guy. 1781 01:23:43,625 --> 01:23:46,000 I remember we had this one guy, he stayed with 1782 01:23:46,042 --> 01:23:48,875 me for three hours telling me about his poetry, 1783 01:23:49,333 --> 01:23:51,083 and that he came to work at midnight 1784 01:23:51,083 --> 01:23:52,792 'cos he couldn't work during the day. 1785 01:23:53,333 --> 01:23:55,458 He told me all his idiosyncrasies and 1786 01:23:55,500 --> 01:23:57,333 I had to be a very good listener. 1787 01:23:59,417 --> 01:24:02,500 Kassar's concessions came too late, and too little. 1788 01:24:02,500 --> 01:24:05,458 All the good engineers, all the good programmers left Atari. 1789 01:24:05,583 --> 01:24:07,750 Even though Ray raised the salaries, he didn't 1790 01:24:07,750 --> 01:24:09,833 even know how to hire the best engineers. 1791 01:24:09,917 --> 01:24:11,333 He couldn't tell the good ones from the bad ones. 1792 01:24:11,542 --> 01:24:13,625 Kassar avoided disaster just a few 1793 01:24:13,625 --> 01:24:16,042 seconds before all of the programmers left. 1794 01:24:16,167 --> 01:24:19,417 I was about to leave on the third round 1795 01:24:20,208 --> 01:24:22,083 of company formations 1796 01:24:22,292 --> 01:24:24,958 that Atari came up with their own competitive bonus plan. 1797 01:24:29,417 --> 01:24:31,875 1980 had been the year of Pac-man. 1798 01:24:31,999 --> 01:24:33,667 We concluded that nobody was ever 1799 01:24:33,708 --> 01:24:35,208 gonna make a better game than Pac-man. 1800 01:24:38,292 --> 01:24:41,708 Atari reacted rapidly in the wave of the licence war. 1801 01:24:41,792 --> 01:24:45,958 It was a big hit in Japan. And we did make a deal with Namco. 1802 01:24:46,125 --> 01:24:49,292 The 2600 was limited in its technology, and the 1803 01:24:49,333 --> 01:24:51,833 technology got pushed and pushed and pushed 1804 01:24:51,999 --> 01:24:53,750 until you couldn't push it anymore 1805 01:24:53,750 --> 01:24:55,625 and you couldn't do anymore with it. 1806 01:24:55,792 --> 01:24:57,875 Despite hardware constraints, Atari 1807 01:24:57,917 --> 01:24:59,792 put out tons of their own Pac-man. 1808 01:24:59,875 --> 01:25:01,875 They made more games than there were 1809 01:25:01,875 --> 01:25:03,750 consoles out there in use at that time. 1810 01:25:03,958 --> 01:25:07,292 They'd figured people would be so excited to buy Pac-man 1811 01:25:07,667 --> 01:25:09,667 that they'd buy a console just to play the game. 1812 01:25:09,917 --> 01:25:12,000 But hardware constraints backlashed 1813 01:25:12,042 --> 01:25:13,708 against the Pac-man conversion. 1814 01:25:13,917 --> 01:25:16,667 Converting coin-op games to the VCS 1815 01:25:16,833 --> 01:25:18,417 was never really a good thing to do 1816 01:25:18,500 --> 01:25:20,583 'cause the VCS was a static technology, and 1817 01:25:20,583 --> 01:25:22,583 coin-op games kept getting better and better. 1818 01:25:22,583 --> 01:25:24,875 Pac-man had too many objects on the screen, 1819 01:25:24,958 --> 01:25:27,417 moving too fast and too independently. 1820 01:25:27,542 --> 01:25:29,708 Pac-man kind of flickered back and forth. 1821 01:25:29,833 --> 01:25:33,708 The system only supports two 8-bit sprites. 1822 01:25:33,833 --> 01:25:36,250 The designer of Pac-man cartridge 1823 01:25:36,500 --> 01:25:38,083 uses one of them for the little eater 1824 01:25:38,125 --> 01:25:39,375 thing that runs around the screen 1825 01:25:39,583 --> 01:25:41,917 and he uses one of them for all the other ghosts. 1826 01:25:42,042 --> 01:25:44,875 Now, there are four of them on the screen at any given time, 1827 01:25:45,042 --> 01:25:48,042 so he's basically displaying each 1828 01:25:48,083 --> 01:25:50,125 ghost one quarter of the time. 1829 01:25:50,333 --> 01:25:51,625 Now that makes it flicker. 1830 01:25:51,708 --> 01:25:54,208 Only some executives at Atari were taking 1831 01:25:54,208 --> 01:25:56,708 the technical limitation of the VCS 1832 01:25:56,792 --> 01:25:58,042 in the proper account. 1833 01:25:58,083 --> 01:26:00,458 It sold zillions of copies, just because 1834 01:26:00,500 --> 01:26:02,167 the name was powerful enough to carry. 1835 01:26:02,667 --> 01:26:04,333 I may not be proud of the cartridge 1836 01:26:04,375 --> 01:26:06,375 and the public had a right to be disappointed. 1837 01:26:06,542 --> 01:26:08,458 Game quality didn't seem to be a serious 1838 01:26:08,500 --> 01:26:10,542 issue as long as sales kept going. 1839 01:26:10,708 --> 01:26:12,250 It sold six million copies. 1840 01:26:12,875 --> 01:26:15,000 I don't know what else I can say to confirm. 1841 01:26:15,167 --> 01:26:18,208 It was probably the most successful launch 1842 01:26:18,292 --> 01:26:21,542 of a video game or any product in America. 1843 01:26:21,917 --> 01:26:23,792 The game wasn't bad, it could've been better. 1844 01:26:24,167 --> 01:26:26,458 It wasn't maybe the greatest, it was fine. 1845 01:26:26,583 --> 01:26:27,875 At the engineering level, 1846 01:26:27,958 --> 01:26:29,917 the opinions were much less forgiving. 1847 01:26:32,042 --> 01:26:34,417 They marketed it as Pac-man and what they 1848 01:26:34,417 --> 01:26:36,792 released had nothing to do with Pac-man, 1849 01:26:36,999 --> 01:26:41,292 which made the Pac-man experience look that much worse. 1850 01:26:42,333 --> 01:26:44,875 Disaffection started to spread like a virus 1851 01:26:44,917 --> 01:26:46,417 among the VCS users. 1852 01:26:46,875 --> 01:26:52,292 When Atari released 10 million Pac-man cartridges, 1853 01:26:53,292 --> 01:26:55,875 that was the beginning of the end of Atari. 1854 01:26:58,667 --> 01:27:02,542 OK, the ET video game was a very 1855 01:27:02,583 --> 01:27:04,542 interesting situation to say the least. 1856 01:27:04,625 --> 01:27:08,625 The Atari collapse was really the story about ET. 1857 01:27:08,750 --> 01:27:11,792 Steve Ross was once at lunch with Steven Spielberg, 1858 01:27:11,999 --> 01:27:13,958 and had what he thought was a great idea. 1859 01:27:14,125 --> 01:27:17,625 Steve Ross cuts a deal with Steven Spielberg 1860 01:27:17,708 --> 01:27:19,125 for the name ET. 1861 01:27:19,167 --> 01:27:23,125 He said, "We make a video game out of [his] movie ET, 1862 01:27:23,750 --> 01:27:25,292 and I have guaranteed a twenty-five 1863 01:27:25,292 --> 01:27:26,333 million dollar payment." 1864 01:27:27,208 --> 01:27:27,999 He said, "What you think?" 1865 01:27:28,167 --> 01:27:29,333 I said, "I think that's is the 1866 01:27:29,333 --> 01:27:30,625 dumbest thing I've ever heard." 1867 01:27:30,708 --> 01:27:33,833 In 1982, the licensing war seemed to peak. 1868 01:27:33,958 --> 01:27:36,583 Unfortunately, the 2600 hardware 1869 01:27:36,708 --> 01:27:39,083 couldn't do just any video game. 1870 01:27:39,542 --> 01:27:44,542 The reason video games that were done as movie titles 1871 01:27:44,750 --> 01:27:48,417 didn't do very well is because they couldn't be done very well. 1872 01:27:48,500 --> 01:27:50,708 What was clear from the very start was that the 1873 01:27:50,750 --> 01:27:53,833 available time was insufficient for doing anything. 1874 01:27:53,917 --> 01:27:58,208 I said, "It is now August, Steve," he wanted this product 1875 01:27:58,250 --> 01:28:01,792 created and shipped for Christmas business. 1876 01:28:01,958 --> 01:28:03,958 I said, "The lead time just getting the 1877 01:28:03,999 --> 01:28:06,833 semiconductor chips is longer than six months. 1878 01:28:07,083 --> 01:28:09,250 We are going to have a hard time getting the chips we need." 1879 01:28:09,292 --> 01:28:11,125 Also, creative concerns arose. 1880 01:28:11,292 --> 01:28:13,417 The character wasn't basically appealing other 1881 01:28:13,458 --> 01:28:16,500 than in the movie. It was this ugly creature. 1882 01:28:16,583 --> 01:28:17,999 I didn't know if we can make an 1883 01:28:18,000 --> 01:28:21,375 action game out of a story like ET. 1884 01:28:21,500 --> 01:28:24,417 Atari had gone through these kind of operations before. 1885 01:28:24,500 --> 01:28:26,292 Atari had negotiated with Steven Spielberg to 1886 01:28:26,333 --> 01:28:28,000 get the rights for Raiders of the Lost Ark. 1887 01:28:28,042 --> 01:28:31,042 Inevitably, movies had an emotional component 1888 01:28:31,167 --> 01:28:33,667 that no one had ever explored in games. 1889 01:28:33,708 --> 01:28:34,375 I sat down 1890 01:28:34,417 --> 01:28:38,042 ten and a half to eleven months of solid work doing that game. 1891 01:28:38,917 --> 01:28:40,042 It was a million-seller. 1892 01:28:40,125 --> 01:28:42,250 Ray Kassar was still very sceptical 1893 01:28:42,333 --> 01:28:44,042 about going through the process. 1894 01:28:44,250 --> 01:28:47,708 I tried to convince Steve that it doesn't make sense. 1895 01:28:47,917 --> 01:28:50,708 He said, "Do the best you can." We did the best we could. 1896 01:28:51,417 --> 01:28:53,500 The schedule was extremely tight. 1897 01:28:53,708 --> 01:28:58,958 The movie was in the spring, and then by Christmas the same year 1898 01:28:59,125 --> 01:29:01,417 Atari wanted to come up with an ET game. 1899 01:29:01,667 --> 01:29:05,083 That leaves about five and a half weeks to do the game. 1900 01:29:05,208 --> 01:29:07,042 At that point, the notorious Howard 1901 01:29:07,083 --> 01:29:08,583 Warshaw entered the picture. 1902 01:29:08,792 --> 01:29:10,542 They called up our department and said, 1903 01:29:10,542 --> 01:29:12,875 "Who can do the ET game in five and a half weeks?" 1904 01:29:13,000 --> 01:29:17,000 And my boss's boss told Ray Kassar, "No one!" 1905 01:29:17,167 --> 01:29:18,083 But Ray Kassar 1906 01:29:18,125 --> 01:29:19,667 decided it was worth calling me anyway, 1907 01:29:19,708 --> 01:29:22,625 "You know, Howard, we just got the rights to ET, 1908 01:29:22,667 --> 01:29:25,500 can you do the ET video game in five weeks?" 1909 01:29:26,125 --> 01:29:29,375 I said, "I absolutely can do the game in 5 weeks, 1910 01:29:29,500 --> 01:29:32,542 provided we reach the right deal." And he said OK. 1911 01:29:32,667 --> 01:29:35,458 Kassar thought Warshaw was the only one who could make it. 1912 01:29:35,833 --> 01:29:37,999 Actually he was the only one that didn't say no. 1913 01:29:38,083 --> 01:29:39,999 The deal was that I got an additional 1914 01:29:39,999 --> 01:29:41,999 bonus, and I got an additional advance, 1915 01:29:42,167 --> 01:29:43,875 and they signed it off, and they gave me a 1916 01:29:43,875 --> 01:29:45,958 cheque and I did the game. 1917 01:29:46,042 --> 01:29:48,583 Warshaw got his deal and went back to work. 1918 01:29:57,375 --> 01:30:00,167 They came out with an ET game that was a real bummer. 1919 01:30:00,292 --> 01:30:02,667 The ET was a truly terrible game. 1920 01:30:02,917 --> 01:30:06,375 I mean ET kept on falling into all those little ditches 1921 01:30:06,458 --> 01:30:09,750 and then you had to float him out and the game stunk. 1922 01:30:09,917 --> 01:30:12,167 Warshaw had to meet with Steven Spielberg 1923 01:30:12,208 --> 01:30:13,750 to discuss the concept. 1924 01:30:13,833 --> 01:30:16,167 The secret to doing a game in five weeks is to 1925 01:30:16,167 --> 01:30:19,333 design a game that can be done in five weeks. 1926 01:30:19,500 --> 01:30:22,792 I had a couple of days to design the game and then we flew to LA 1927 01:30:22,833 --> 01:30:24,250 to present the design to Steven Spielberg. 1928 01:30:24,500 --> 01:30:26,625 Mr. Spielberg proved once again to 1929 01:30:26,667 --> 01:30:29,250 understand the entertainment business very well. 1930 01:30:29,625 --> 01:30:31,542 "Pretty cool," he goes, "I kind of like that, but 1931 01:30:32,125 --> 01:30:35,042 couldn't you do something a little more like Pac-man?" 1932 01:30:35,167 --> 01:30:35,999 I looked at him and what I 1933 01:30:35,999 --> 01:30:38,208 wanted to say to him was, "Gee Steven, you know. 1934 01:30:38,458 --> 01:30:40,125 couldn't you do something a little more 1935 01:30:40,125 --> 01:30:41,917 like the Day the Earth Stood Still?" 1936 01:30:42,042 --> 01:30:43,833 But I didn't say that, because it was 1937 01:30:43,833 --> 01:30:45,500 Steven Spielberg, and I was just me. 1938 01:30:45,583 --> 01:30:47,375 At that time Warshaw thought he would 1939 01:30:47,375 --> 01:30:49,292 just stuck with his ditches idea. 1940 01:30:49,542 --> 01:30:50,833 Maybe he was right. Maybe we should have 1941 01:30:50,833 --> 01:30:52,833 done something a little more like Pac-man. 1942 01:30:52,958 --> 01:30:55,833 Atari pushed the game like they never had before. 1943 01:30:58,042 --> 01:31:01,999 It didn't take long until people find it's not a good game. 1944 01:31:02,667 --> 01:31:05,667 So people returned it to the store 1945 01:31:05,833 --> 01:31:08,917 and retailers tried to return it to Atari, 1946 01:31:09,667 --> 01:31:12,667 and it was chaos. 1947 01:31:12,833 --> 01:31:16,999 Once a toy goes into the closet, it never comes out again. 1948 01:31:17,167 --> 01:31:20,792 The ET flop triggered a domino effect on the whole business. 1949 01:31:21,167 --> 01:31:22,292 One of the reasons it's known as 1950 01:31:22,333 --> 01:31:23,583 one of the worst games of all time 1951 01:31:23,625 --> 01:31:25,500 is not even because of the gameplay. 1952 01:31:25,875 --> 01:31:27,542 One of the reasons it's known is because of the 1953 01:31:27,542 --> 01:31:29,958 financial disaster that it seems to have generated. 1954 01:31:30,042 --> 01:31:33,042 We produced four million and four million came back. 1955 01:31:33,250 --> 01:31:35,000 I knew we were going to have a terrible quarter. 1956 01:31:35,625 --> 01:31:36,708 There were a lot of returns 1957 01:31:36,792 --> 01:31:38,500 along with millions and millions of 1958 01:31:38,500 --> 01:31:40,417 other cartridges that weren't selling. 1959 01:31:40,583 --> 01:31:43,292 A sense of panic started to spread through the ranks. 1960 01:31:43,375 --> 01:31:45,625 Movies are going to fail, records are going to fail, 1961 01:31:45,750 --> 01:31:47,625 and the minute you get a management 1962 01:31:48,125 --> 01:31:49,583 that gets beat up the minute they 1963 01:31:49,583 --> 01:31:51,375 have something that fails, you're dead, 1964 01:31:51,625 --> 01:31:53,333 because they no longer think clearly. 1965 01:31:53,542 --> 01:31:55,083 Ray Kassar felt he couldn't really 1966 01:31:55,125 --> 01:31:57,542 rely on his team the way he used to do. 1967 01:31:57,625 --> 01:31:59,500 There was a lack of really good product. 1968 01:31:59,542 --> 01:32:02,375 No one was very creative, suddenly something happened. 1969 01:32:02,625 --> 01:32:03,833 We all got depressed. 1970 01:32:04,208 --> 01:32:06,333 We were doing so well and all of a sudden, 1971 01:32:06,375 --> 01:32:08,167 because of something we had to do, 1972 01:32:08,667 --> 01:32:10,250 we had this failure and it was 1973 01:32:10,333 --> 01:32:13,250 tough, was very tough on all of us. 1974 01:32:13,500 --> 01:32:16,083 Worse than that, gamers all over the country 1975 01:32:16,083 --> 01:32:19,417 started to be less enthusiastic about video games. 1976 01:32:19,500 --> 01:32:21,333 Pac-man was a failure in delivering the 1977 01:32:21,375 --> 01:32:23,250 most popular video game at the time, 1978 01:32:23,542 --> 01:32:25,167 and then ET was a failure in delivering 1979 01:32:25,208 --> 01:32:26,917 the most popular movie of the time. 1980 01:32:26,999 --> 01:32:29,917 A lot of people said, "You know what? I'm done with this." 1981 01:32:30,125 --> 01:32:31,875 Howard Warshaw took the money home 1982 01:32:31,917 --> 01:32:33,667 and is still thinking about it. 1983 01:32:33,750 --> 01:32:35,292 Was it the worst game ever made? 1984 01:32:35,500 --> 01:32:36,875 I've also done Yar's Revenge, 1985 01:32:36,958 --> 01:32:38,750 which frequently, on a lot of lists, is known 1986 01:32:38,792 --> 01:32:40,917 as the best game of all time on the VCS. 1987 01:32:41,750 --> 01:32:43,333 So having done the best and the worst 1988 01:32:43,417 --> 01:32:45,292 I figure, I have the greatest range 1989 01:32:45,375 --> 01:32:46,875 of any game designer in history. 1990 01:32:47,625 --> 01:32:48,875 I'm very proud of that fact. 1991 01:32:52,542 --> 01:32:55,292 On December 7th 1982, 1992 01:32:55,875 --> 01:32:57,542 we had to make an announcement 1993 01:32:57,917 --> 01:32:58,999 about the fact that our earnings were 1994 01:32:59,000 --> 01:33:01,167 going to be well below expectation. 1995 01:33:01,333 --> 01:33:03,833 For several days Manny Gerard had tried to 1996 01:33:03,833 --> 01:33:06,750 understand what his intuition was telling him. 1997 01:33:06,999 --> 01:33:08,042 I remember it well. 1998 01:33:08,417 --> 01:33:12,292 It all started because I kept asking questions 1999 01:33:12,708 --> 01:33:17,125 of the salespeople about the sales of the ET cartridge. 2000 01:33:17,250 --> 01:33:18,958 "How are they selling? Was Pac-man there?" 2001 01:33:19,000 --> 01:33:20,208 "Oh they're selling great, we're going to 2002 01:33:20,208 --> 01:33:21,667 meet the projections, everything's fine." 2003 01:33:21,792 --> 01:33:24,625 Unfortunately, one of the most difficult things at 2004 01:33:24,625 --> 01:33:27,417 Atari seemed to be obtaining the numbers easily. 2005 01:33:27,500 --> 01:33:31,250 They had created such a stratified management that 2006 01:33:31,458 --> 01:33:34,333 top management was unaware of what was going on in the field, 2007 01:33:34,458 --> 01:33:36,750 and by the time they realized 2008 01:33:36,792 --> 01:33:38,333 nothing was selling it was too late. 2009 01:33:38,583 --> 01:33:40,583 Apparently, Manny was the only one 2010 01:33:40,625 --> 01:33:42,000 to feel something was going wrong. 2011 01:33:42,042 --> 01:33:45,333 I didn't believe it. My gut told me it wasn't going to happen. 2012 01:33:45,458 --> 01:33:48,500 I was nervous. So I had called up Dennis Groth, 2013 01:33:48,542 --> 01:33:51,208 who was the CFO of Atari, Chief Financial Officer, 2014 01:33:51,500 --> 01:33:53,667 and I said, "Dennis, I want you to go through the numbers 2015 01:33:53,792 --> 01:33:55,542 and I want you to tell me what is happening." 2016 01:33:55,833 --> 01:33:59,000 And the night of December 6th, I got a call. 2017 01:34:00,708 --> 01:34:02,500 And he said, "I've been through the numbers Manny, 2018 01:34:02,500 --> 01:34:05,042 we're not going to make the numbers at all." 2019 01:34:05,167 --> 01:34:08,667 Not meeting projections was not appreciated on Wall Street. 2020 01:34:08,792 --> 01:34:13,542 Atari was making, I think, over between 1-2 billion a year. 2021 01:34:13,792 --> 01:34:15,250 We were the largest revenue producer 2022 01:34:15,292 --> 01:34:16,625 for all of Warner Communication. 2023 01:34:16,833 --> 01:34:18,833 After Atari was making lots of money 2024 01:34:19,083 --> 01:34:21,958 we got T-shirts that said, "Warner: An Atari company." 2025 01:34:22,458 --> 01:34:24,458 Obviously, Warner had to be crystal 2026 01:34:24,500 --> 01:34:25,917 clear about the situation. 2027 01:34:26,083 --> 01:34:27,917 We waited for Steve Ross to come in, 2028 01:34:28,167 --> 01:34:29,999 and we sat down in the room and we all 2029 01:34:29,999 --> 01:34:31,625 came to the same obvious conclusion, 2030 01:34:31,875 --> 01:34:34,000 and we put out that announcement, and 2031 01:34:34,000 --> 01:34:36,500 as you know, the stock got murdered. 2032 01:34:37,042 --> 01:34:38,875 They were not going to go in the red, 2033 01:34:39,125 --> 01:34:42,375 but they were going to grow 15 per cent instead of 50 per cent, 2034 01:34:42,708 --> 01:34:44,125 which was not appreciated. 2035 01:34:44,333 --> 01:34:46,792 By the end of the day, Warner Communications' 2036 01:34:46,833 --> 01:34:48,750 stock had dropped by a third. 2037 01:34:48,917 --> 01:34:51,458 It was not the fun day, I will tell you. 2038 01:34:51,750 --> 01:34:53,500 The reason why Atari didn't meet the 2039 01:34:53,500 --> 01:34:55,667 projections was a whole different matter. 2040 01:34:55,875 --> 01:34:59,958 They'd sold as many 2600s to anybody who wanted them, 2041 01:35:00,542 --> 01:35:03,375 and to try to push another 10-15 2042 01:35:03,417 --> 01:35:05,917 million units into the marketplace... 2043 01:35:05,999 --> 01:35:06,917 It was too much, 2044 01:35:06,999 --> 01:35:09,625 and you had a lot of retailers getting very scared. 2045 01:35:09,833 --> 01:35:13,833 One undeniable fact was the Atari VCS obsolescence. 2046 01:35:13,917 --> 01:35:17,542 Coleco comes along and Intellivision is there, 2047 01:35:17,833 --> 01:35:19,417 and Atari realizes that 2048 01:35:19,833 --> 01:35:21,917 way too late, that they need to step it up. 2049 01:35:22,208 --> 01:35:24,875 If I had been running Atari 2050 01:35:25,417 --> 01:35:26,917 the VCS2 2051 01:35:27,042 --> 01:35:30,125 would've been out in 1980, 2052 01:35:30,999 --> 01:35:35,250 and the people who had grown tired of the 2600 2053 01:35:35,292 --> 01:35:37,792 would've started to buy the next generation, 2054 01:35:37,958 --> 01:35:39,167 which is what we see today. 2055 01:35:39,417 --> 01:35:41,208 Engineers blamed the management 2056 01:35:41,375 --> 01:35:43,625 for not understanding videogaming at all. 2057 01:35:43,667 --> 01:35:44,833 It takes more than one person to 2058 01:35:44,833 --> 01:35:46,333 create a failure of this magnitude. 2059 01:35:46,333 --> 01:35:48,833 Atari was the fastest growing company 2060 01:35:48,875 --> 01:35:50,250 in the history of American business. 2061 01:35:50,417 --> 01:35:53,250 Nolan Bushnell sold it for 22 million, and like 2062 01:35:53,292 --> 01:35:55,583 two years later it had a billion in sales. 2063 01:35:55,792 --> 01:35:57,583 The video game industry was still at 2064 01:35:57,583 --> 01:35:59,833 that point quite a mysterious object. 2065 01:35:59,917 --> 01:36:01,875 There were plenty of games that hadn't 2066 01:36:01,875 --> 01:36:03,917 sold well before Pac-man and ET, 2067 01:36:04,167 --> 01:36:05,667 but they didn't create the kind of 2068 01:36:05,708 --> 01:36:08,208 financial crisis and the kind of consumer 2069 01:36:08,417 --> 01:36:11,333 confidence crisis that Pac-man and ET did. 2070 01:36:11,417 --> 01:36:13,875 The business model at Atari was still 2071 01:36:13,917 --> 01:36:16,250 a trial and error learning process - 2072 01:36:16,500 --> 01:36:17,999 a billion dollars a shot. 2073 01:36:18,208 --> 01:36:20,292 All of the business models subsequently have 2074 01:36:20,333 --> 01:36:22,292 built up on the fact that I have complete 2075 01:36:22,500 --> 01:36:25,250 control over the software that goes on my system. 2076 01:36:25,333 --> 01:36:27,292 We spent hours with lawyers, is there 2077 01:36:27,458 --> 01:36:29,208 any way we can control the software? 2078 01:36:29,417 --> 01:36:30,250 The answer was no. 2079 01:36:30,583 --> 01:36:33,208 Literally everyone was publishing video games, 2080 01:36:33,208 --> 01:36:36,083 putting quality and price point severely at risk. 2081 01:36:36,125 --> 01:36:38,042 The Quaker Oats company that makes 2082 01:36:38,083 --> 01:36:40,250 breakfast cereals had a video game company. 2083 01:36:40,750 --> 01:36:42,750 Every one of those companies built a 2084 01:36:42,833 --> 01:36:45,250 million cartridges that didn't sell, 2085 01:36:45,542 --> 01:36:48,000 so they end up selling them for 5 dollars apiece. 2086 01:36:48,083 --> 01:36:49,750 This roller coaster ride filled 2087 01:36:49,750 --> 01:36:51,792 the retailers with mixed feelings. 2088 01:36:51,875 --> 01:36:54,500 The retailers were never really sure that this 2089 01:36:54,542 --> 01:36:57,750 whole video games thing was gonna keep going. 2090 01:36:57,833 --> 01:37:00,042 Atari, on its side, had the power for 2091 01:37:00,125 --> 01:37:02,042 putting distributors under pressure. 2092 01:37:02,167 --> 01:37:04,917 When the tide started to turn 2093 01:37:05,083 --> 01:37:07,125 everyone who got the chance to screw 2094 01:37:07,167 --> 01:37:09,458 Atari screwed them to the wall. 2095 01:37:09,583 --> 01:37:12,667 The dam started to crack with Pac-man. 2096 01:37:12,792 --> 01:37:15,250 The cracks got a little wider with ET, 2097 01:37:15,292 --> 01:37:18,125 when the first few major cracks occurred, Bam! 2098 01:37:18,167 --> 01:37:20,250 Killed the village, it drowned the whole town. 2099 01:37:20,417 --> 01:37:22,500 The only one to have a different opinion about 2100 01:37:22,500 --> 01:37:25,250 the quality issue is Mr. Bushnell himself. 2101 01:37:25,417 --> 01:37:30,458 I believe that controlling the software has been 2102 01:37:30,458 --> 01:37:35,083 a very, very faulty analysis of what happened. 2103 01:37:35,250 --> 01:37:38,000 The crappy software story 2104 01:37:38,042 --> 01:37:40,292 had nothing to do with what was going on. 2105 01:37:40,417 --> 01:37:45,125 Warner did try to put 15 million VCS 2106 01:37:45,167 --> 01:37:47,208 into a market that only wanted two. 2107 01:37:47,792 --> 01:37:51,917 And whenever you have that much supply overhang, markets crash. 2108 01:37:52,333 --> 01:37:54,208 There's little doubt that the man who pushed 2109 01:37:54,250 --> 01:37:56,333 the market so far was Ray Kassar. 2110 01:37:56,500 --> 01:38:00,292 Ray was in charge of a wild runaway train and 2111 01:38:00,333 --> 01:38:01,500 he didn't really know what was going on. 2112 01:38:01,750 --> 01:38:04,750 Could it be that Atari was simply not manageable at all? 2113 01:38:04,875 --> 01:38:07,708 When I got there in '78 the company was doing 2114 01:38:07,750 --> 01:38:10,167 about seventy-eight million dollars in sales. 2115 01:38:10,333 --> 01:38:12,917 Three years later, we were doing over three billion. 2116 01:38:12,999 --> 01:38:15,167 When Atari was moving up so rapidly, 2117 01:38:15,292 --> 01:38:16,875 we added a lot of overhead. 2118 01:38:17,458 --> 01:38:20,208 We, for example, went and built a factory in Hong Kong. 2119 01:38:20,417 --> 01:38:23,000 We decided, now we'll go and build a plant in Ireland. 2120 01:38:23,583 --> 01:38:25,375 Atari's growth was one never heard of 2121 01:38:25,458 --> 01:38:27,125 before, and quite astonishing. 2122 01:38:27,708 --> 01:38:30,167 When I got there I don't remember the exact 2123 01:38:30,208 --> 01:38:33,708 head count, but let's say maybe it was 150. 2124 01:38:34,333 --> 01:38:36,083 When I left it was 12,000. 2125 01:38:37,208 --> 01:38:41,042 To go from 150 to 12,000. It's a nightmare. 2126 01:38:41,083 --> 01:38:43,583 When income started to slow down, Ray Kassar 2127 01:38:43,583 --> 01:38:45,750 was not prepared to kill his creature. 2128 01:38:45,917 --> 01:38:48,375 I remember I made an effort. 2129 01:38:48,583 --> 01:38:51,750 I came up with a plan to reorganize the company. 2130 01:38:51,875 --> 01:38:53,917 You've got to go in and just hack it away 2131 01:38:54,458 --> 01:38:56,167 with incredible speed, and very few 2132 01:38:56,208 --> 01:38:57,999 people are capable of doing that. 2133 01:38:58,167 --> 01:38:59,500 Ray and Manny were looking at 2134 01:38:59,542 --> 01:39:01,625 things getting worse day after day. 2135 01:39:01,833 --> 01:39:05,583 Next year it went down to 200 million dollars. 2136 01:39:05,999 --> 01:39:11,583 So it's not, it's not like down 10 per cent or down 15 per cent, 2137 01:39:12,000 --> 01:39:16,292 it's like less than one tenth, or less than one twentieth. 2138 01:39:19,167 --> 01:39:21,083 Nolan Bushnell was clever enough to 2139 01:39:21,125 --> 01:39:23,292 make a profit from the bad situation. 2140 01:39:23,292 --> 01:39:26,458 I actually had a big short on the Warner 2141 01:39:26,500 --> 01:39:28,333 stock, I made a lot of money when they failed. 2142 01:39:30,750 --> 01:39:34,500 But at the same time I would've preferred 2143 01:39:34,542 --> 01:39:36,375 to continue to be running Atari. 2144 01:39:41,167 --> 01:39:43,083 My own opinion, and I 2145 01:39:43,167 --> 01:39:45,458 take some responsibility for part of this too, 2146 01:39:46,000 --> 01:39:52,042 was Atari became so successful, so fast, and was so profitable, 2147 01:39:52,625 --> 01:39:54,458 I think it went to everybody's head. 2148 01:39:56,458 --> 01:39:58,292 And I think that led to some mistakes. 2149 01:39:58,625 --> 01:40:02,167 Atari had invented an entire industry from scratch. 2150 01:40:02,250 --> 01:40:05,875 We spent a lot of time looking at 2151 01:40:05,917 --> 01:40:08,333 the business and asking ourselves 2152 01:40:10,125 --> 01:40:10,999 "Where can it go?" 2153 01:40:11,125 --> 01:40:13,999 To some extent, in the short run, it was a fad. 2154 01:40:14,000 --> 01:40:17,583 The inception of Atari had been coin-operated video games. 2155 01:40:17,999 --> 01:40:20,917 The arcade business has dropped off the face of the earth. 2156 01:40:21,000 --> 01:40:23,042 People said, "You know, this year I think 2157 01:40:23,083 --> 01:40:24,167 I'm gonna take up tennis, 2158 01:40:24,417 --> 01:40:26,542 or next time I go to the bowling alley..." 2159 01:40:26,583 --> 01:40:28,542 Their parents, their mother and father, suddenly said, 2160 01:40:28,667 --> 01:40:31,625 "I just bought you this home game system, I'm not going 2161 01:40:31,667 --> 01:40:33,250 to pay for you to go to the arcade anymore." 2162 01:40:33,333 --> 01:40:36,958 The turning point happened when Warner bought Atari with cash. 2163 01:40:37,000 --> 01:40:39,250 Just doing a spreadsheet to show that 2164 01:40:39,250 --> 01:40:41,042 it makes economic sense isn't enough. 2165 01:40:41,333 --> 01:40:42,750 There's a thing called culture, 2166 01:40:42,958 --> 01:40:45,583 the way people behave, the way they work. 2167 01:40:45,625 --> 01:40:48,333 Atari was the first genuine Silicon Valley 2168 01:40:48,375 --> 01:40:49,917 Age of Aquarius company. 2169 01:40:50,208 --> 01:40:53,500 As in many cases, entrepreneurs who create 2170 01:40:53,542 --> 01:40:55,500 great businesses, were not meant to run them. 2171 01:40:55,833 --> 01:40:58,417 I see Atari more of a case of that than anything else. 2172 01:40:58,708 --> 01:41:01,292 As in every Silicon Valley company from then on, 2173 01:41:01,542 --> 01:41:04,583 handling technology was the key to success, or failure. 2174 01:41:04,792 --> 01:41:07,083 Atari didn't really have much of a plan 2175 01:41:07,125 --> 01:41:08,333 for what was going to happen next year. 2176 01:41:08,708 --> 01:41:12,375 Warner attempted to make it into a company 2177 01:41:12,417 --> 01:41:14,875 with long term plans, long term goals. 2178 01:41:14,999 --> 01:41:21,625 It's hard to plan for, um, you know, brilliant ideas. 2179 01:41:21,750 --> 01:41:25,792 In a single moment, Atari lost control of its technology core. 2180 01:41:25,875 --> 01:41:28,083 You've got to obsolete your own products as fast as you can, 2181 01:41:28,125 --> 01:41:29,667 because if you don't someone else is gonna do it. 2182 01:41:29,958 --> 01:41:33,833 And I don't believe, now, 2183 01:41:33,917 --> 01:41:35,458 that that was our mindset at the time, 2184 01:41:35,999 --> 01:41:37,875 and I'm partly responsible. 2185 01:41:38,042 --> 01:41:40,583 Surely no one had envisioned the growing rate 2186 01:41:40,625 --> 01:41:43,500 that Warner would have been able to give to Atari. 2187 01:41:43,583 --> 01:41:45,708 Nobody, even Nolan Bushnell, had any idea 2188 01:41:45,708 --> 01:41:47,417 how big Atari was going to be, 2189 01:41:47,500 --> 01:41:49,042 or Bushnell would never have sold it 2190 01:41:49,083 --> 01:41:50,542 as he did to Warner for 22 million. 2191 01:41:50,792 --> 01:41:54,167 The fundamentals of the business were very easy to learn. 2192 01:41:54,250 --> 01:41:58,458 I felt that the nature of man is to play, 2193 01:41:59,958 --> 01:42:03,292 that there have been games throughout history 2194 01:42:03,917 --> 01:42:08,542 and games have always taken on the technology of the time. 2195 01:42:08,708 --> 01:42:12,125 The video game technology was digital technology and now 2196 01:42:12,917 --> 01:42:19,833 it allowed you to have unique rules, and motion, 2197 01:42:19,875 --> 01:42:23,417 and dynamics, and speed, and simulation. 2198 01:42:23,667 --> 01:42:25,833 At one point the medium itself became 2199 01:42:25,833 --> 01:42:28,000 the drive for the video game success. 2200 01:42:28,083 --> 01:42:30,833 This exciting new thing to do is what made it big. 2201 01:42:30,958 --> 01:42:34,250 It was a natural thing, and it was huge and so it took off. 2202 01:42:34,417 --> 01:42:36,458 And then Warner money, with Manny Gerard's 2203 01:42:36,500 --> 01:42:38,125 and Ray Kassar's skills, 2204 01:42:38,292 --> 01:42:40,542 made it happen on a never expected scale. 2205 01:42:40,708 --> 01:42:43,042 While it was a terrific experience 2206 01:42:43,167 --> 01:42:45,292 for me we all felt we were doing 2207 01:42:46,167 --> 01:42:48,917 almost something historic and would go down in history. 2208 01:42:48,999 --> 01:42:51,208 Since he really didn't understand how 2209 01:42:51,250 --> 01:42:53,917 the success was made in the first place, 2210 01:42:54,042 --> 01:42:57,958 when it turned around, he had no idea how to fix it either. 2211 01:42:58,125 --> 01:43:00,750 Sadly, Manny Gerard can only conclude 2212 01:43:00,833 --> 01:43:02,458 that it was too hard to master. 2213 01:43:02,583 --> 01:43:04,417 It's the nature of companies that nothing 2214 01:43:04,458 --> 01:43:05,958 grows straight-lines to the moon. 2215 01:43:06,583 --> 01:43:09,625 The mark of a great management is not managing the upside. 2216 01:43:09,708 --> 01:43:11,583 Everybody manages the upside well. 2217 01:43:11,708 --> 01:43:12,999 It's managing the downside, 2218 01:43:13,000 --> 01:43:15,042 and very few people manage the downside well. 2219 01:43:15,083 --> 01:43:18,375 No one was ever able to cut overhead enough to survive. 2220 01:43:18,667 --> 01:43:22,625 You've got to really go, and not cut costs 15 per cent, 2221 01:43:22,833 --> 01:43:25,250 you've got to cut costs 45 per cent, 2222 01:43:25,292 --> 01:43:26,917 and emotionally it's impossible to do. 2223 01:43:27,083 --> 01:43:29,875 I'm not envious of Ray Kassar's position in that thing. 2224 01:43:30,000 --> 01:43:33,708 1982 was the perfect representation of a nightmare. 2225 01:43:33,792 --> 01:43:35,458 You come in and they say, "OK, it looks like this," and you 2226 01:43:35,500 --> 01:43:37,875 come in two weeks later and, as I said, it's down ten percent, 2227 01:43:37,958 --> 01:43:39,750 and two weeks later it's down another ten percent, 2228 01:43:39,917 --> 01:43:41,792 and it was just chaos. 2229 01:43:41,958 --> 01:43:43,583 There was no fixed point that stayed 2230 01:43:43,583 --> 01:43:45,500 solid for more than ten minutes. 2231 01:43:45,542 --> 01:43:47,458 Atari had a fate that no one from the 2232 01:43:47,458 --> 01:43:49,917 inside could actually see or avoid. 2233 01:43:50,000 --> 01:43:53,833 The fact is, the industry which had grown like a rocket 2234 01:43:54,042 --> 01:43:58,917 fell back dramatically, but the basic business didn't go away. 2235 01:43:59,083 --> 01:44:01,250 Atari's legacy exists on several levels. 2236 01:44:01,500 --> 01:44:04,292 The people at Atari contributed dramatically to shape 2237 01:44:04,292 --> 01:44:07,250 the digital revolution of the 8-bit generation. 2238 01:44:07,417 --> 01:44:09,542 People like to tell me the story 2239 01:44:09,583 --> 01:44:11,625 about the first time they saw Pong. 2240 01:44:11,833 --> 01:44:15,083 They like to tell me the stories about how they 2241 01:44:15,125 --> 01:44:17,958 met their husband or their wife playing Pong. 2242 01:44:20,750 --> 01:44:24,708 People like to tell me how excited they were 2243 01:44:24,958 --> 01:44:29,208 when they got the 2600 under their Christmas tree. 2244 01:44:29,750 --> 01:44:31,542 How it was the most important thing that 2245 01:44:31,583 --> 01:44:34,000 happened in their childhood, things like that, 2246 01:44:34,375 --> 01:44:36,542 and it's gratifying, it's fun. 2247 01:44:36,750 --> 01:44:39,292 Atari was also the testbed for companies 2248 01:44:39,292 --> 01:44:41,917 based on creativity and technology alike. 2249 01:44:42,042 --> 01:44:44,583 The environment there was 2250 01:44:44,792 --> 01:44:47,583 unique in the freedom that they gave us to be creative, 2251 01:44:47,792 --> 01:44:49,375 to try different things, because we were 2252 01:44:49,417 --> 01:44:51,042 doing things no one else had done before, 2253 01:44:51,208 --> 01:44:54,999 and to this day it remains the single 2254 01:44:55,167 --> 01:44:56,417 most talented collection of 2255 01:44:56,458 --> 01:44:58,083 individuals I've ever worked with. 2256 01:44:58,417 --> 01:45:01,208 Nolan Bushnell started the Aquarium business style 2257 01:45:01,417 --> 01:45:03,458 that rules Silicon Valley to this day. 2258 01:45:03,750 --> 01:45:06,625 But more than that he introduced people, all kinds 2259 01:45:06,667 --> 01:45:09,333 of people, well-educated college professors, 2260 01:45:09,333 --> 01:45:12,208 working class folk, and legions of kids, 2261 01:45:12,250 --> 01:45:13,958 to the upcoming digital world. 2262 01:45:14,833 --> 01:45:20,750 For some reason that I don't quite understand is that 2263 01:45:21,125 --> 01:45:26,999 I have been able to be a business chameleon. 2264 01:45:27,167 --> 01:45:29,958 If I'm dropped in a pond of 2265 01:45:29,999 --> 01:45:31,917 marketing guys I can talk marketing. 2266 01:45:32,083 --> 01:45:33,375 If I'm dropped in a pond of 2267 01:45:33,375 --> 01:45:35,042 engineers, I can talk engineering. 2268 01:45:36,125 --> 01:45:39,958 You know, people call me a visionary but 2269 01:45:41,160 --> 01:45:43,240 I'm not really sure what that means. 2270 01:45:43,400 --> 01:45:45,317 The Atari ride stands as one of the 2271 01:45:45,400 --> 01:45:47,080 most unforgettable experiences 2272 01:45:47,292 --> 01:45:49,167 for anyone who was involved. 2273 01:45:49,250 --> 01:45:51,583 The Atari experience for me, good and 2274 01:45:51,583 --> 01:45:54,042 bad, is not an experience I would trade. 2275 01:45:54,083 --> 01:45:56,875 It was a great education, it was one of the great rides up 2276 01:45:56,999 --> 01:45:59,167 and, as we all know, one of the great rides down. 2277 01:46:01,042 --> 01:46:02,500 Trust me, up is more fun. 2278 01:46:47,833 --> 01:46:49,292 [ominous music] 2279 01:47:11,917 --> 01:47:14,917 [electronic music] 175973

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