All language subtitles for from-bedrooms-to-billions-the-amiga-years-2016-1080p-webrip-aac2-0-x264-fgt

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:03:47,756 --> 00:03:49,876 Good afternoon, ladies and gentlemen. 2 00:03:51,756 --> 00:03:55,636 The demo which you're about to see, and hopefully participate in... 3 00:03:55,716 --> 00:03:59,356 The original inventor of video games, Ralph Baer. 4 00:04:00,236 --> 00:04:04,396 He was sitting there working for a defence contractor in the United States 5 00:04:04,996 --> 00:04:07,676 in Manchester, New Hampshire, in 1968, 6 00:04:08,156 --> 00:04:12,636 and he was thinking that this technology would let us bring stories home. 7 00:04:12,716 --> 00:04:16,076 And so he designed a box called the Brown Box, 8 00:04:16,156 --> 00:04:17,516 which was all discrete. 9 00:04:17,596 --> 00:04:19,476 There were no microprocessors yet. 10 00:04:19,556 --> 00:04:22,636 And he didn't use any integrated circuits at all, 11 00:04:22,716 --> 00:04:24,876 he just built discrete circuits 12 00:04:24,956 --> 00:04:28,116 that would create simple objects on a TV screen 13 00:04:28,196 --> 00:04:30,636 and let a controller move them. 14 00:04:31,156 --> 00:04:36,196 And he sat there, he got it to work, he got a lot of broad-ranging patents 15 00:04:36,276 --> 00:04:39,316 but his company was an aerospace company, 16 00:04:39,396 --> 00:04:42,236 they didn't know anything at all about consumer electronics, 17 00:04:42,316 --> 00:04:45,556 so finally his company hooked up with Magnavox, 18 00:04:45,636 --> 00:04:48,956 and they came out with the Magnavox Odyssey. 19 00:04:51,116 --> 00:04:53,036 The electronic game of the future. 20 00:04:53,116 --> 00:04:56,756 Odyssey easily attaches to any brand TV, black-and-white or colour, 21 00:04:56,836 --> 00:05:00,156 to create a closed-circuit electronic playground. 22 00:05:00,236 --> 00:05:04,676 That was demonstrated in the San Francisco Bay area in 1972, 23 00:05:05,076 --> 00:05:08,076 and Nolan Bushnell saw it. And he was inspired. 24 00:05:08,636 --> 00:05:11,276 Now Bushnell had been thinking about 25 00:05:11,356 --> 00:05:14,676 bringing video games to the arcade world, 26 00:05:15,596 --> 00:05:18,916 and he'd been starting trying to figure out how to take Computer Space, 27 00:05:18,996 --> 00:05:22,596 which was done with large computers on vector monitors, 28 00:05:23,116 --> 00:05:24,756 and trying to come up with something that did that. 29 00:05:24,836 --> 00:05:27,556 And that was all discrete logic too. 30 00:05:28,156 --> 00:05:31,796 But then he saw this easy, accessible game 31 00:05:32,796 --> 00:05:38,156 and he took the idea and he asked Al Alcorn to build an implementation of it, 32 00:05:38,236 --> 00:05:40,236 and that became Atari Pong. 33 00:05:40,356 --> 00:05:42,476 That put Atari on the map. 34 00:05:42,556 --> 00:05:45,556 So that got Atari 35 00:05:45,636 --> 00:05:49,636 to be the leader in the arcade video game business 36 00:05:49,716 --> 00:05:51,876 as opposed to the home video game business, 37 00:05:51,956 --> 00:05:54,316 which Magnavox was the pioneer in. 38 00:05:54,396 --> 00:05:57,836 Then they started building more complicated machines. 39 00:05:57,916 --> 00:05:59,876 They started with random logic, 40 00:05:59,956 --> 00:06:03,276 and then they started experimenting with microprocessors. 41 00:06:03,356 --> 00:06:07,196 So then that set up a square that was incomplete. 42 00:06:07,276 --> 00:06:09,876 There were home Pong-type games. 43 00:06:09,956 --> 00:06:12,757 There were arcade Pong-like games. 44 00:06:13,077 --> 00:06:16,277 There were more complicated arcade video games 45 00:06:16,357 --> 00:06:18,957 and the place to complete was, 46 00:06:19,037 --> 00:06:24,677 "How can Atari, and their competitors, bring the complicated games home?" 47 00:06:25,437 --> 00:06:29,557 That market problem was the one that the Atari 2600, 48 00:06:30,237 --> 00:06:32,637 codenamed Stella, was intended to solve. 49 00:06:32,797 --> 00:06:34,877 Nolan bought a group of engineers 50 00:06:34,957 --> 00:06:37,077 called Cyan Engineering. 51 00:06:37,157 --> 00:06:38,597 They were up in Grass Valley. 52 00:06:38,677 --> 00:06:41,717 Steve Mayer, Larry Emmons, Ron Milner. 53 00:06:41,797 --> 00:06:45,037 They were the three engineers, and Nolan tasked them with 54 00:06:45,157 --> 00:06:48,837 building a consumer version of a coin-op game. 55 00:06:48,917 --> 00:06:50,757 They hired Joe Decuir, 56 00:06:50,837 --> 00:06:54,437 and the four of them built a giant bread board. 57 00:06:54,517 --> 00:06:56,517 It was always gonna be a console, 58 00:06:56,597 --> 00:06:59,197 we knew it was gonna be programmable in some fashion. 59 00:06:59,277 --> 00:07:01,477 But we were under a lot of pressure 60 00:07:01,557 --> 00:07:03,437 to keep the bill and materials down. 61 00:07:03,717 --> 00:07:06,077 To make it programmable would have meant 62 00:07:06,157 --> 00:07:08,797 to have some built-in ROM with a language. 63 00:07:08,877 --> 00:07:09,917 We would have needed some RAM 64 00:07:09,997 --> 00:07:12,717 to put the programs that you were gonna create in. 65 00:07:12,797 --> 00:07:14,677 That would have made it more expensive. 66 00:07:14,757 --> 00:07:18,557 And we would've had to put in the cost of some kind of keyboard controller. 67 00:07:18,637 --> 00:07:21,157 And we thought it was too big a jump 68 00:07:21,237 --> 00:07:23,797 to go all the way to a personal computer the first time. 69 00:07:23,877 --> 00:07:27,077 Jay Miner and Harold Lee were the main chip guys, 70 00:07:27,157 --> 00:07:28,837 and Jay Miner did the whole design. 71 00:07:28,917 --> 00:07:30,717 So he took that giant bread board, 72 00:07:30,797 --> 00:07:32,917 and he was gonna push it down to a single chip. 73 00:07:33,117 --> 00:07:35,357 He basically produced the TIA chip, 74 00:07:35,437 --> 00:07:37,317 which was the Television Interface Adaptor chip, 75 00:07:37,397 --> 00:07:40,277 which shrunk 150 chips on a circuit board in an arcade machine 76 00:07:40,357 --> 00:07:41,797 into one little tiny chip. 77 00:07:41,997 --> 00:07:43,557 So he had to throw out a bunch of stuff 78 00:07:43,637 --> 00:07:46,237 that the Grass Valley guys had done, 79 00:07:46,317 --> 00:07:49,797 so we ended up having to do the software and of course we complained bitterly. 80 00:07:49,877 --> 00:07:53,517 "Come on, Jay. I don't wanna write horizontal syncs every line, just do it!" 81 00:07:54,437 --> 00:07:56,397 But the things that he threw out 82 00:07:56,477 --> 00:07:59,837 perfectly set up so that we could do what we ended up doing. 83 00:08:00,077 --> 00:08:03,517 From the first crude Tank and Pong games, 84 00:08:03,597 --> 00:08:04,957 till Pitfall! 85 00:08:05,037 --> 00:08:08,997 We could have done a game like Pitfall! graphics in 1976. 86 00:08:09,077 --> 00:08:10,717 We just didn't know how. 87 00:08:10,797 --> 00:08:13,917 The machine didn't change over those six years, 88 00:08:13,997 --> 00:08:15,077 we did. 89 00:08:15,717 --> 00:08:17,677 And so, part of that, or most of that, 90 00:08:17,757 --> 00:08:20,317 was because Jay left off a whole bunch of stuff. 91 00:08:20,677 --> 00:08:23,487 People got very creative within the first two, 92 00:08:23,512 --> 00:08:26,141 three years of the lifespan of the VCS. 93 00:08:26,197 --> 00:08:31,597 And people did absolutely amazing and staggeringly inventive things with that. 94 00:09:10,397 --> 00:09:11,597 We were aware of Apple. 95 00:09:11,677 --> 00:09:15,397 We knew they were going after the appliance computer market 96 00:09:15,477 --> 00:09:18,917 with much higher costs, and much different market. 97 00:09:19,197 --> 00:09:23,157 You have the Apple II, which was a really advanced computer. 98 00:09:23,237 --> 00:09:26,157 It had all kind of capacity for expansion 99 00:09:26,237 --> 00:09:30,397 that would help it do things for business and science and office workers. 100 00:09:31,117 --> 00:09:36,957 Meanwhile, Apple had cultivated a really strong image as a computer company. 101 00:09:37,037 --> 00:09:39,317 Then you have the first Atari, which is very limited, 102 00:09:39,917 --> 00:09:43,277 and gave them a reputation as a game company. 103 00:09:43,717 --> 00:09:45,597 And we went after the console market 104 00:09:45,677 --> 00:09:48,437 because we were an entertainment games company. 105 00:09:49,477 --> 00:09:52,917 And it helped us a lot that we were thinking in those terms, 106 00:09:52,997 --> 00:09:55,877 and not in terms of productivity software. 107 00:09:56,117 --> 00:09:59,357 We re-wrestled that problem later with our next machine. 108 00:10:00,117 --> 00:10:02,397 Atari brings the computer age home. 109 00:10:02,477 --> 00:10:04,997 - Gotta run, gotta go! - Late again, Dad? 110 00:10:05,077 --> 00:10:06,517 With an Atari home computer... 111 00:10:06,597 --> 00:10:07,797 Have a nice day at the office! 112 00:10:07,877 --> 00:10:10,277 ...you can easily work at home 113 00:10:10,357 --> 00:10:13,277 or open your home to a world of possibilities. 114 00:10:13,357 --> 00:10:16,706 In fact, the hardest part about owning an Atari home computer 115 00:10:16,731 --> 00:10:18,501 isn't how to use it, 116 00:10:18,557 --> 00:10:20,397 but who gets to use it. 117 00:10:20,477 --> 00:10:23,837 Market's closed, Dad. Mind if I do my work? 118 00:10:23,917 --> 00:10:25,517 Hey, nope, no problem. 119 00:10:25,597 --> 00:10:28,237 Atari Home Computers. We've brought the computer age home. 120 00:10:28,757 --> 00:10:31,757 Jay Miner had become, sort of, head of the chip group. 121 00:10:31,837 --> 00:10:38,557 Jay was the heart and soul behind the Atari 400 and the Atari 800. 122 00:10:38,637 --> 00:10:40,917 When I was programming the 800 in 1980, 123 00:10:40,997 --> 00:10:44,797 I was stunned by just how clever the design was. 124 00:10:45,237 --> 00:10:48,197 The Atari 400 and 800 personal computer systems 125 00:10:48,277 --> 00:10:50,717 have outstanding graphics capabilities. 126 00:10:51,237 --> 00:10:53,077 These features are made possible 127 00:10:53,157 --> 00:10:56,837 by three unique, large-scale integrated circuit chips. 128 00:10:56,917 --> 00:10:59,518 Jay had divided into three chips this time, 129 00:10:59,598 --> 00:11:01,638 cos he couldn't fit it all into one chip. 130 00:11:01,718 --> 00:11:03,718 So there was a new version of the TIA, 131 00:11:03,798 --> 00:11:05,918 which we called the Colleen TIA. 132 00:11:05,998 --> 00:11:08,158 It handled sprites, missiles, balls. 133 00:11:08,518 --> 00:11:10,998 The ANTIC was the stuff that overflowed, 134 00:11:11,078 --> 00:11:12,718 that did more of the playfield graphics. 135 00:11:13,318 --> 00:11:14,838 And the ANTIC had something that we invented, 136 00:11:14,918 --> 00:11:16,838 called the display list. 137 00:11:16,918 --> 00:11:18,838 So you give it a list of instructions, 138 00:11:18,918 --> 00:11:21,998 very simple ones, telling it what to do on each line, 139 00:11:22,078 --> 00:11:25,438 so we didn't have to write kernels to load the register. 140 00:11:25,518 --> 00:11:29,158 So this display list would load those registers for us every line. 141 00:11:29,318 --> 00:11:31,718 And it controlled the line by itself. 142 00:11:31,798 --> 00:11:33,358 And the third chip was the POKEY chip, 143 00:11:34,118 --> 00:11:38,198 which stands for "Potentiometers and Keyboard." 144 00:11:38,318 --> 00:11:40,958 So it did the joysticks, the pots, 145 00:11:41,038 --> 00:11:42,838 the keyboard, and the other peripherals. 146 00:11:43,118 --> 00:11:47,878 I think the most important thing about those early chipsets, 147 00:11:48,358 --> 00:11:50,918 were that they recognised that 148 00:11:50,998 --> 00:11:54,798 computers could be about a lot more than just crunching numbers. 149 00:11:55,478 --> 00:11:57,158 That computers could be fun. 150 00:11:57,238 --> 00:12:01,398 Computers could be engaging, exciting, creative. 151 00:12:01,918 --> 00:12:03,878 And that it required 152 00:12:04,598 --> 00:12:08,558 a degree of technical ingenuity and creativity 153 00:12:08,838 --> 00:12:12,078 that people simply weren't putting into computers at that point, 154 00:12:12,158 --> 00:12:14,238 certainly not into computing technology. 155 00:12:14,318 --> 00:12:16,358 I mean, you look at something like the Apple II. 156 00:12:16,438 --> 00:12:17,558 It was a good computer. 157 00:12:17,638 --> 00:12:19,838 You know, it would run spreadsheets and so on, 158 00:12:19,918 --> 00:12:21,638 and even some primitive games. 159 00:12:21,718 --> 00:12:24,158 But there was a lot missing. 160 00:12:24,238 --> 00:12:26,598 And a lot of the stuff that was missing 161 00:12:26,678 --> 00:12:28,718 was in the Atari 400 and 800 chipsets. 162 00:12:41,558 --> 00:12:44,598 At Atari, Warner Communications bought them, 163 00:12:44,678 --> 00:12:46,598 they installed Ray Kassar as president. 164 00:12:46,718 --> 00:12:49,838 Best is yet to come, we have terrific games coming out next year. 165 00:12:49,918 --> 00:12:53,758 We have E.T. for example, a wonderful love story cartridge. 166 00:12:53,838 --> 00:12:55,718 I think there's great interest in home computers, 167 00:12:55,798 --> 00:12:57,478 which Atari makes, and video games... 168 00:12:57,558 --> 00:13:01,918 They were essentially owned by a entertainment media conglomerate, 169 00:13:01,998 --> 00:13:04,718 and Ray Kassar came from that culture. 170 00:13:04,798 --> 00:13:06,518 Now you have to realise 171 00:13:06,598 --> 00:13:10,318 that Nolan Bushnell and Joe Keenan and Al Alcorn, 172 00:13:10,398 --> 00:13:12,598 they were basically goof-offs. 173 00:13:12,678 --> 00:13:15,878 Not quite hippies, but you'd call them relaxed. Casual. 174 00:13:15,958 --> 00:13:17,238 They smoked dope. 175 00:13:17,318 --> 00:13:20,398 We went up to the Nolan suite where we smoked a few joints. 176 00:13:20,478 --> 00:13:22,438 And so that was the Atari that we knew. 177 00:13:22,678 --> 00:13:25,638 Ray comes in with his, you know, $3,000 suits. 178 00:13:25,718 --> 00:13:29,038 He had a chauffeured limousine that drove him up to the city. 179 00:13:29,118 --> 00:13:31,758 Ray Kassar was not a technical guy. 180 00:13:31,838 --> 00:13:33,718 He came from the fabric business. 181 00:13:33,998 --> 00:13:38,838 And he was a vice-president at something called Burlington Industries, 182 00:13:38,918 --> 00:13:41,318 that makes towels and socks. 183 00:13:41,678 --> 00:13:44,198 He thought that you sold computers 184 00:13:44,558 --> 00:13:46,558 to women in designer colours. 185 00:13:46,638 --> 00:13:49,958 He gave a lecture to us in Atari Engineering 186 00:13:50,398 --> 00:13:54,718 in late January, early February of 1979. 187 00:13:54,798 --> 00:13:56,558 And he told us this. 188 00:13:57,238 --> 00:14:01,278 Most of the women who worked at Atari in engineering left within a month. 189 00:14:01,358 --> 00:14:03,678 They really just did not understand 190 00:14:03,758 --> 00:14:06,398 how to treat developers and how to do engineering. 191 00:14:06,718 --> 00:14:10,038 He said, you know, "I've worked with towel designers at Burlington." 192 00:14:10,118 --> 00:14:13,558 And they make those designs on the towels, the fancy patterns and stuff. 193 00:14:13,638 --> 00:14:16,678 And he said, "They consider themselves artists. 194 00:14:16,758 --> 00:14:20,638 "They think it's their art on the towel that sells the towel." 195 00:14:20,718 --> 00:14:22,398 And he said, 196 00:14:22,478 --> 00:14:25,598 "I had to tell them, 'You guys are a dime a dozen. 197 00:14:25,678 --> 00:14:28,638 "'I could hire any idiot to design towels. 198 00:14:28,718 --> 00:14:30,718 "'And I wouldn't have to pay them anything.'" 199 00:14:30,798 --> 00:14:33,758 And so he basically said we were a dime a dozen, 200 00:14:33,838 --> 00:14:37,358 he didn't need to pay us anything cos he could hire anybody to do what we do. 201 00:14:37,438 --> 00:14:38,958 It was just like towel design. 202 00:14:39,558 --> 00:14:42,518 And Jay Miner said, "I don't like where this is going." 203 00:14:42,598 --> 00:14:45,958 Jay Miner, he wanted to continue the work he'd done on the Atari 800. 204 00:14:46,038 --> 00:14:48,343 So, it was clear that they weren't gonna be able to make 205 00:14:48,368 --> 00:14:49,702 any new technology at Atari. 206 00:14:49,758 --> 00:14:54,998 So he just left, and actually went to work for a company making pacemaker chips. 207 00:14:56,158 --> 00:14:58,518 Zymos was a chip company, they made chips. 208 00:14:58,758 --> 00:15:01,238 In those days you do RAM chips, 209 00:15:01,318 --> 00:15:05,038 you do peripheral chips, any kind of chip that the company can do. 210 00:15:09,838 --> 00:15:12,958 While I was at Activision, after I finished Kaboom!, 211 00:15:13,038 --> 00:15:15,478 I really wanted to do a new game system. 212 00:15:15,598 --> 00:15:18,678 Atari still had not come out with the 5200, 213 00:15:18,838 --> 00:15:21,878 they were still selling 400s and 800s. 214 00:15:21,958 --> 00:15:24,998 And Doug Neubauer had called me up one day, 215 00:15:25,318 --> 00:15:26,638 and we were talking about it. 216 00:15:26,718 --> 00:15:30,198 I said, "Look, I wanna leave Activision, I really wanna do a new game system." 217 00:15:30,278 --> 00:15:33,198 We both knew Jay Miner, we talked about it. 218 00:15:33,518 --> 00:15:35,758 And he said, "Sure," he'd like to do it. 219 00:15:35,838 --> 00:15:38,878 Bert Braddock, the president of Zymos, he liked the idea. 220 00:15:39,278 --> 00:15:42,198 So we put together, like, a little business plan, 221 00:15:42,318 --> 00:15:44,718 and he presented it to his investor, 222 00:15:44,798 --> 00:15:47,439 who was a man named O.W. Rollins. 223 00:15:47,759 --> 00:15:50,279 He had put a lot of money into Zymos, 224 00:15:50,359 --> 00:15:52,679 so Rollins said he'll invest money. 225 00:15:53,119 --> 00:15:55,679 It was just purely a game machine with joysticks, 226 00:15:55,759 --> 00:15:58,439 and a simple console, nothing else. 227 00:15:58,519 --> 00:15:59,999 I guess at the time, 228 00:16:00,079 --> 00:16:03,159 with Atari doing so well and everybody was talking about games, 229 00:16:03,239 --> 00:16:05,319 they really wanted to invest in a game console. 230 00:16:05,399 --> 00:16:08,119 It looked like it was gonna do very well for them at that time. 231 00:16:08,199 --> 00:16:10,199 June of 1982, 232 00:16:10,279 --> 00:16:15,039 Rollins hired an executive search team to find a president. 233 00:16:15,119 --> 00:16:17,079 And they found Dave Morse. 234 00:16:17,159 --> 00:16:18,679 Tonka Toys in Minnesota. 235 00:16:19,199 --> 00:16:22,439 And so Dave and I worked on the business plan over the summer, 236 00:16:22,519 --> 00:16:24,879 and they basically approved it in September. 237 00:16:24,959 --> 00:16:26,359 So, October of '82, 238 00:16:26,799 --> 00:16:29,839 Rollins agreed to spend $3 million 239 00:16:29,919 --> 00:16:32,199 to fund, at that time, Hi-Toro. 240 00:16:32,759 --> 00:16:34,639 This is, of course, the season to be jolly, 241 00:16:34,719 --> 00:16:36,919 but the folks at Mattel and Warner Communications 242 00:16:36,999 --> 00:16:38,319 and a lot of other companies 243 00:16:38,399 --> 00:16:40,719 are having trouble getting into the holiday spirit. 244 00:16:40,799 --> 00:16:43,959 Sales down dramatically for home video game cartridges 245 00:16:44,039 --> 00:16:45,839 and investors are bailing out. 246 00:16:45,919 --> 00:16:47,279 Scott Barrett reports. 247 00:16:47,879 --> 00:16:50,759 Warner Communications down one and a quarter points today, 248 00:16:50,839 --> 00:16:52,679 16 and three quarter points yesterday. 249 00:16:52,839 --> 00:16:55,599 Mattel down seven and a quarter points today. 250 00:16:55,679 --> 00:16:59,039 Both companies have one important Christmas season product in common: 251 00:16:59,719 --> 00:17:01,559 home video game cartridges. 252 00:17:01,639 --> 00:17:05,719 What happened with Atari was that they got really big really quickly, 253 00:17:05,799 --> 00:17:08,548 and then they forgot that technology was gonna keep going, 254 00:17:08,573 --> 00:17:10,063 it was going to get better. 255 00:17:10,319 --> 00:17:15,559 They started to think of their Atari video computer system, the 2600, 256 00:17:15,959 --> 00:17:17,559 kind of like a television, 257 00:17:17,639 --> 00:17:20,479 thinking there's gonna be one of these in every home, it's like an appliance. 258 00:17:21,039 --> 00:17:25,119 And Atari, nevertheless, felt like they could ride that horse for years and years. 259 00:17:25,359 --> 00:17:28,439 Naturally, it was going to hit a wall very, very quickly, 260 00:17:28,519 --> 00:17:31,799 and they overbuilt the company around that assumption. 261 00:17:32,119 --> 00:17:35,679 And they didn't really plan that effectively for a next generation. 262 00:17:35,759 --> 00:17:36,972 And so it went up really fast, 263 00:17:36,997 --> 00:17:39,463 and then it turned around and it came down really fast. 264 00:17:39,519 --> 00:17:43,519 Just like the laws of physics, what goes up must come down. 265 00:17:43,599 --> 00:17:48,559 And then they made a great big implosion when they crashed, 266 00:17:48,639 --> 00:17:51,719 and they kind of sucked the entire industry down with them for a while. 267 00:17:51,799 --> 00:17:54,046 All the game companies were losing money. 268 00:17:54,071 --> 00:17:56,103 Mattel, 20th Century Fox, Hasbro. 269 00:17:56,159 --> 00:17:58,879 All of those others companies, Imagic, they all went broke. 270 00:17:59,599 --> 00:18:02,439 And retailers and distributors refused to carry anything. 271 00:18:02,519 --> 00:18:05,359 We were telling our sales people at Electronic Arts 272 00:18:05,439 --> 00:18:08,359 to go find all the guys who are carrying Atari, 273 00:18:08,439 --> 00:18:10,039 and they came back and said, "They're all gone. 274 00:18:10,119 --> 00:18:11,719 "They all went out of business or shut down. 275 00:18:11,799 --> 00:18:14,199 "They don't want to do anything with any more video games." 276 00:18:14,279 --> 00:18:18,799 It was very difficult in the early '80s trying to rebuild all of that distribution. 277 00:18:18,879 --> 00:18:23,719 Nobody, no single American toy store, distributor, 278 00:18:23,799 --> 00:18:25,999 nobody wanted to hear the word "video game." 279 00:18:26,079 --> 00:18:29,239 They'd all lost their shirt, and they would never touch them again. 280 00:18:29,319 --> 00:18:31,079 There is one encouraging note for the industry, 281 00:18:31,159 --> 00:18:33,159 while software sales may be slumping, 282 00:18:33,239 --> 00:18:35,919 and of course "software" is a computer buff term for that 283 00:18:35,999 --> 00:18:39,079 video cartridge that contains the game program, 284 00:18:39,159 --> 00:18:41,359 hardware sales are still soaring. 285 00:18:41,439 --> 00:18:44,439 Most hardware can double as a personal computer, 286 00:18:44,519 --> 00:18:47,479 leading most optimistic industry experts to conclude 287 00:18:47,559 --> 00:18:50,279 that video game players may be tired of playing 288 00:18:50,359 --> 00:18:53,439 and are now getting down to the serious business of computing. 289 00:18:53,679 --> 00:18:57,639 And so, the only market available at that time really was the computer. 290 00:18:57,759 --> 00:19:01,639 If you started in 1983 with an idea for a new company, 291 00:19:01,719 --> 00:19:03,199 you could not do a video game. 292 00:19:03,279 --> 00:19:05,879 There was just absolutely no possibility, 293 00:19:05,959 --> 00:19:09,079 because there wasn't a distributor or retailer that would talk to you. 294 00:19:09,159 --> 00:19:12,599 And the Consumer Electronic Shows, they disappeared. 295 00:19:12,679 --> 00:19:15,079 If you went to the show in, say, June of '83, 296 00:19:15,159 --> 00:19:17,439 there were almost no video games there at all. 297 00:19:17,839 --> 00:19:21,879 Jay Miner had already begun a project 298 00:19:22,199 --> 00:19:25,839 to design a low-cost super computer 299 00:19:25,919 --> 00:19:28,639 based on the Motorola 68000 chip, 300 00:19:28,719 --> 00:19:33,479 which at that time, was only being used in high-end workstations. 301 00:19:33,559 --> 00:19:35,279 Dave learned about it 302 00:19:35,439 --> 00:19:41,119 and the two of them decided to go back to the original backer 303 00:19:41,199 --> 00:19:46,399 and propose that they make a few changes to the strategy, 304 00:19:46,479 --> 00:19:50,519 but basically fund the continuation of this project. 305 00:19:50,999 --> 00:19:56,679 The changes were not only to target the low-end business market, 306 00:19:56,759 --> 00:19:58,679 which is what Jay had in mind, 307 00:19:58,959 --> 00:20:02,759 but also to target the home computer market, 308 00:20:02,839 --> 00:20:05,719 including the ability to do dazzling video games. 309 00:20:06,879 --> 00:20:09,679 So that was the element that Dave added. 310 00:20:09,759 --> 00:20:13,319 Dave Morse was what I consider to be a marketing genius, 311 00:20:14,559 --> 00:20:18,999 well under-considered in terms of, I think, an awful lot of people. 312 00:20:19,079 --> 00:20:20,559 Very creative. 313 00:20:20,639 --> 00:20:22,289 And his directive to us 314 00:20:22,314 --> 00:20:26,903 was he wanted to be able to animate cartoons in real time. 315 00:20:26,959 --> 00:20:30,279 So we again listed, "What do we need for a game? 316 00:20:30,359 --> 00:20:31,799 "What do we need for productivity? 317 00:20:31,879 --> 00:20:34,280 "Let's make sure we can cover both of them in the same set." 318 00:20:34,360 --> 00:20:39,920 At that point, the only real game in town in the low-end business market 319 00:20:40,040 --> 00:20:42,240 and also high-end home market 320 00:20:42,320 --> 00:20:43,760 was the Apple IIe. 321 00:20:43,840 --> 00:20:46,720 They had owned that market for a long, long time, 322 00:20:46,800 --> 00:20:50,320 and Dave felt it wasn't a terribly exciting computer. 323 00:20:50,400 --> 00:20:52,320 There was also all the Commodore computers. 324 00:20:52,400 --> 00:20:53,840 And Commodore was very big at the time. 325 00:20:53,920 --> 00:20:57,400 They had sold millions and millions of these small home computers. 326 00:21:08,560 --> 00:21:10,280 Ghostbusters! 327 00:21:10,800 --> 00:21:13,480 So the idea of taking that idea and really extending it 328 00:21:13,560 --> 00:21:17,760 and giving those a lot more graphic capability, a lot more power, 329 00:21:17,840 --> 00:21:20,720 you know, the multitasking as well as really good sound, 330 00:21:20,800 --> 00:21:24,440 it was just the next step in the evolution of personal computing. 331 00:21:24,880 --> 00:21:31,400 I have a notebook from Atari which has a preview of the Amiga. 332 00:21:31,480 --> 00:21:35,440 I wrote that preview in June of 1979. 333 00:21:35,520 --> 00:21:39,720 And so when Jay called me up in the fall of 1982 and said, 334 00:21:40,040 --> 00:21:43,480 "Let's come up with a new machine," I was ready to go. 335 00:21:43,560 --> 00:21:48,440 So I went and met Jay in October of 1982, and we started planning out this system. 336 00:21:48,920 --> 00:21:51,960 So I worked as a consultant for Jay Miner. 337 00:21:52,040 --> 00:21:54,840 I was badge number three at what was then called Hi-Toro. 338 00:21:54,920 --> 00:21:59,760 While I was working with Jay finishing up the clock chip at Apple, 339 00:21:59,840 --> 00:22:02,440 and of course we'd go out for lunch every now and then, 340 00:22:02,520 --> 00:22:05,600 I was in the Macintosh lab. 341 00:22:05,680 --> 00:22:08,800 And my lab bench was very near Dan Kottke's, 342 00:22:08,880 --> 00:22:11,840 another early engineer on the Macintosh project, 343 00:22:11,920 --> 00:22:16,280 and he was adding a test connector to the Mac motherboard. 344 00:22:16,600 --> 00:22:20,760 And Steve Jobs comes over and says, "What's that?" 345 00:22:20,840 --> 00:22:22,580 There are various stories about Steve Jobs 346 00:22:22,605 --> 00:22:24,264 walking up to an engineer and going, 347 00:22:24,320 --> 00:22:25,440 "What are you doing?" 348 00:22:25,520 --> 00:22:28,720 And Dan Kottke says, "I'm putting in a test connector." 349 00:22:28,800 --> 00:22:31,560 And Steve goes, "What test connector? What do you want to test?" And he says, 350 00:22:31,640 --> 00:22:36,360 "Well, various things, like an option, for instance, for a colour adaptor." 351 00:22:36,440 --> 00:22:38,720 And then Steve goes on this rant about how 352 00:22:38,800 --> 00:22:42,640 the Mac is a black-and-white high-resolution monochrome computer, 353 00:22:42,720 --> 00:22:45,320 "It'll never have colour, I don't want you playing with colour. 354 00:22:45,400 --> 00:22:47,520 "Please remove that test connector." 355 00:22:47,640 --> 00:22:50,960 Right? And Steve rants about this and goes tromping off. 356 00:22:51,040 --> 00:22:55,280 So I'm saying, "OK, Steve doesn't want to do a colour Macintosh." 357 00:22:55,360 --> 00:22:58,960 At the next lunch I went to with Jay, Jay says, 358 00:22:59,040 --> 00:23:02,476 "I've got some investors who want to start a company 359 00:23:02,501 --> 00:23:04,704 to do a colour game machine." 360 00:23:04,760 --> 00:23:08,240 And I'm going, "Hey, I've always been interested in colour, 361 00:23:08,320 --> 00:23:10,080 "and Steve says he's not interested in it." 362 00:23:10,160 --> 00:23:15,280 And so, I jumped at the opportunity to do something new and creative. 363 00:23:15,360 --> 00:23:16,958 I worked in the early stages, 364 00:23:16,983 --> 00:23:20,344 so I worked with Jay and Ron and very few other people. 365 00:23:20,960 --> 00:23:23,760 And we spent an awful lot of our time on the whiteboard... 366 00:23:23,840 --> 00:23:26,320 Saying, "No, no. That's all wrong," and erasing it all. 367 00:23:26,400 --> 00:23:29,440 We went through several weeks there, 368 00:23:29,520 --> 00:23:33,160 of just throwing ideas around of what we wanted to do. 369 00:23:33,240 --> 00:23:35,770 And then we would go to the giant drawing table 370 00:23:35,795 --> 00:23:37,744 and start drawing all this stuff 371 00:23:37,800 --> 00:23:41,120 because we didn't have good computer-aided design tools yet. 372 00:23:41,200 --> 00:23:45,120 We were still designing on vellums 373 00:23:45,200 --> 00:23:48,680 and we'd get these big tables with fluorescent lights under them 374 00:23:48,760 --> 00:23:50,760 and do it manually by hand. 375 00:23:50,840 --> 00:23:55,280 It was just the three of us for several months 376 00:23:55,840 --> 00:23:58,153 until we had all the design, 377 00:23:58,178 --> 00:24:02,224 except for maybe three features, finalised. 378 00:24:02,280 --> 00:24:05,480 At that time Amiga was looking to expand. 379 00:24:05,560 --> 00:24:08,120 I go down there, I get out at the Sunnyvale train station, 380 00:24:08,200 --> 00:24:10,360 there's this big old guy with a beard, 381 00:24:10,440 --> 00:24:13,240 in a Lincoln, and this little dog sitting at one window. 382 00:24:15,520 --> 00:24:17,480 And I thought, "This is an interesting guy." 383 00:24:17,960 --> 00:24:20,880 And then I guessed correctly 384 00:24:20,960 --> 00:24:23,800 when he asked me the difference between a flip-flop and a latch. 385 00:24:23,880 --> 00:24:26,920 And we hit it off. So I said, "I gotta work for this guy." 386 00:24:27,000 --> 00:24:29,662 They invited me to come out and interview 387 00:24:29,687 --> 00:24:32,664 and I blew off their invitation twice. 388 00:24:32,720 --> 00:24:34,400 Two times! 389 00:24:34,480 --> 00:24:36,520 I said, "OK, I'll think about it." 390 00:24:36,600 --> 00:24:40,280 And then I decided I wasn't going to do it because it was just too wacky. 391 00:24:40,360 --> 00:24:43,040 It's a bunch of people out in California, 392 00:24:43,120 --> 00:24:45,440 they're going to go and create a new computer, 393 00:24:45,520 --> 00:24:47,400 and, sure, this is a great idea. 394 00:24:47,480 --> 00:24:51,680 And my family, especially my mom, they were warning me, "Out in California..." 395 00:24:51,760 --> 00:24:54,204 "California is the land of fruit and nuts," 396 00:24:54,229 --> 00:24:56,784 is what they all used to say to me back then. 397 00:24:56,840 --> 00:24:59,000 And though I blew them off twice, they kept calling. 398 00:24:59,080 --> 00:25:01,920 Thankfully, they called the third time. And the third time, I accepted and went out. 399 00:25:02,000 --> 00:25:03,640 I actually missed my first interview. 400 00:25:04,400 --> 00:25:09,200 What I had heard about it was that there was a small start-up company and so... 401 00:25:09,280 --> 00:25:11,640 Scheduled an interview, and it was on a Friday night. 402 00:25:11,720 --> 00:25:16,360 And HP typically has these things called beer busts, at that time, on Friday night. 403 00:25:16,440 --> 00:25:19,880 And about 8:30, after quite a bit of wine at the beer bust, 404 00:25:19,960 --> 00:25:21,680 I suddenly remembered I was supposed to 405 00:25:21,761 --> 00:25:24,881 go to an interview at Amiga with Bob Pariseau. 406 00:25:24,961 --> 00:25:28,001 And so I called him up in a panic, 407 00:25:28,081 --> 00:25:31,081 and he said, "No, no problem. Just come in next week." 408 00:25:31,161 --> 00:25:32,281 And so I went in, 409 00:25:32,441 --> 00:25:36,761 they had the whiteboard with the 68000 as one of the key elements, 410 00:25:36,841 --> 00:25:40,361 and then they showed the chips and the basic architecture 411 00:25:40,441 --> 00:25:42,561 and fairly quickly made up my mind 412 00:25:42,641 --> 00:25:45,761 that I wanted to leave HP and join this company. 413 00:25:45,841 --> 00:25:51,241 My wife got a call from a head-hunter and then from Bob Pariseau, 414 00:25:51,321 --> 00:25:54,361 who was the head of software at Amiga. 415 00:25:55,001 --> 00:25:59,601 And it's funny because she felt he was very rude on the telephone, 416 00:25:59,681 --> 00:26:01,841 and said, "Don't call this guy back. 417 00:26:01,921 --> 00:26:04,681 "You don't want to talk to this... I don't want you working for..." 418 00:26:04,761 --> 00:26:07,681 "For this guy and his company." 419 00:26:08,441 --> 00:26:11,001 But I had a friend who had interviewed there 420 00:26:11,081 --> 00:26:14,841 for the operating system job, and he decided it wasn't for him, 421 00:26:14,921 --> 00:26:17,841 but he called me up and he said, "You really should go talk to these guys 422 00:26:17,921 --> 00:26:21,521 "because they want to create a whole new computer system, 423 00:26:21,601 --> 00:26:23,921 "and they want to do a whole operating system from scratch 424 00:26:24,001 --> 00:26:26,361 "and I was thinking maybe you'd be interested in that." 425 00:26:26,921 --> 00:26:29,881 So I went down to the interview and interviewed with Bob Pariseau 426 00:26:30,001 --> 00:26:32,641 and met some of the other guys there, Dave Morse. 427 00:26:32,961 --> 00:26:36,801 And then they made me an offer the same day 428 00:26:36,881 --> 00:26:38,361 and I couldn't refuse. I accepted it. 429 00:26:38,441 --> 00:26:44,521 I was talking to, what was at that time, "a talent agent" for technology people. 430 00:26:44,601 --> 00:26:47,921 And he introduced me to this company, Amiga, 431 00:26:48,001 --> 00:26:51,001 that was doing something interesting. 432 00:26:51,081 --> 00:26:54,441 I went down, I took a look. I saw the whiteboard. 433 00:26:54,521 --> 00:26:58,401 I just knew, without question, that this is what I wanted to work on. 434 00:26:58,481 --> 00:27:00,641 Of course, I completely screwed up the interview. 435 00:27:00,721 --> 00:27:03,841 And Morse threw me out and said, "Go away, don't bother me, little boy." 436 00:27:03,921 --> 00:27:08,321 But I was being massively, totally arrogant. It was awful. 437 00:27:08,401 --> 00:27:10,161 The next morning, I call back. 438 00:27:10,241 --> 00:27:14,161 And I apologised and I tell Dave Morse how sorry I am that I behaved that way, 439 00:27:14,241 --> 00:27:17,161 and I really, really want to just work on that machine. 440 00:27:17,241 --> 00:27:18,841 And he says, "OK, fine. Come in." 441 00:27:18,921 --> 00:27:22,161 And I came in and he handed me off to Tom Cahill 442 00:27:22,241 --> 00:27:24,321 who was running the lab at the time. 443 00:27:24,401 --> 00:27:28,401 And they put me to work sweeping the place clean, 444 00:27:28,481 --> 00:27:32,001 picking up parts, putting them back in the bins where they belong. 445 00:27:32,081 --> 00:27:35,161 And so I started at Amiga as a janitor. 446 00:27:35,241 --> 00:27:38,041 And loved it, and had to be there and it was amazing. 447 00:27:47,641 --> 00:27:50,020 One of the things I saw during my interview at Amiga 448 00:27:50,045 --> 00:27:51,345 was a little whiteboard. 449 00:27:51,401 --> 00:27:55,001 I think a lot of the guys talk about this that were on the original Amiga team. 450 00:27:55,081 --> 00:27:57,881 And it was a whiteboard that had a diagram of how the system worked 451 00:27:57,961 --> 00:28:00,081 in terms of its system architecture. 452 00:28:00,161 --> 00:28:04,561 And it was really quite elegant and it was also a multiprocessing architecture, 453 00:28:04,641 --> 00:28:07,241 where multiple things can be happening at the same time. 454 00:28:07,321 --> 00:28:08,961 And as soon as I looked at that, I knew 455 00:28:09,041 --> 00:28:12,041 that multitasking was going to be required to make that work well. 456 00:28:12,121 --> 00:28:15,961 To be able to coordinate all the different parts of the system at the same time. 457 00:28:16,721 --> 00:28:20,721 The magical, incredible drawing on that whiteboard 458 00:28:20,801 --> 00:28:23,961 that showed an amazing architecture. 459 00:28:24,041 --> 00:28:25,921 Multiple buses, 460 00:28:26,001 --> 00:28:29,841 ways to get the graphics out of regular memory and on to video 461 00:28:29,921 --> 00:28:32,441 without stopping the processor. 462 00:28:32,521 --> 00:28:34,841 Real audio? Holy cow. 463 00:28:35,121 --> 00:28:37,081 It had additional features 464 00:28:37,161 --> 00:28:40,121 that were already plotted out on this whiteboard 465 00:28:40,201 --> 00:28:44,561 that made it clear, in advance, that Jay Miner and company intended 466 00:28:44,801 --> 00:28:48,001 to create a real computer, not just a game system. 467 00:28:48,081 --> 00:28:50,561 But they intended to create something that could have a keyboard 468 00:28:50,641 --> 00:28:52,361 if you wanted it to have a keyboard. 469 00:28:52,801 --> 00:28:57,321 It could have external drive capability if you wanted to expand it. 470 00:28:57,401 --> 00:29:00,041 Memory expansion if you wanted to expand the system. 471 00:29:01,321 --> 00:29:05,561 So, the process of creating the Amiga was one where 472 00:29:05,641 --> 00:29:07,761 we went back and forth between 473 00:29:07,841 --> 00:29:10,001 how much do we want to make it a game machine, 474 00:29:10,081 --> 00:29:13,481 how much do we want to make it a tool or a utility like a real computer, 475 00:29:13,561 --> 00:29:16,121 or like a IBM-PC type of thing. 476 00:29:16,561 --> 00:29:18,321 And we tried to balance that 477 00:29:18,401 --> 00:29:20,641 through the whole process of making the computer. 478 00:29:20,721 --> 00:29:23,801 And it was a difficult balance to make along the way. 479 00:29:23,881 --> 00:29:27,321 Because those are such different markets and such different types of usages. 480 00:29:27,921 --> 00:29:32,241 We relied on a lot of the concepts that had already been developed. 481 00:29:32,321 --> 00:29:36,481 Grand UNIX systems, grand Sun Microsystems sorts of things, 482 00:29:36,561 --> 00:29:40,801 where they had tackled giant operating systems 483 00:29:40,881 --> 00:29:42,801 and figured out the right way to do it. 484 00:29:43,241 --> 00:29:47,521 We wanted to do that, too. We wanted to create that kind of power. 485 00:29:47,601 --> 00:29:50,641 But to pack it in a little box that was easily accessible, 486 00:29:50,721 --> 00:29:54,321 that was easily affordable by every man. 487 00:29:54,401 --> 00:29:59,241 We wanted to have a machine that was a magnificent game-playing system 488 00:29:59,321 --> 00:30:03,881 that would run circles around any other game system that was out there, 489 00:30:03,961 --> 00:30:05,761 and yet cost less than all of them. 490 00:30:06,281 --> 00:30:10,282 We wanted a machine that had the graphics capabilities 491 00:30:10,362 --> 00:30:13,562 that if you look at what was available in the marketplace at that time, 492 00:30:13,642 --> 00:30:15,442 a Silicon Graphics machine or something like that, 493 00:30:15,522 --> 00:30:17,962 you'd pay $20,000-$30,000 494 00:30:18,042 --> 00:30:21,122 for a machine that would have the kinds of capabilities 495 00:30:21,202 --> 00:30:25,642 that we hoped to be able to launch to the public at less than $1,000 price. 496 00:30:25,722 --> 00:30:27,442 That was our big dream. 497 00:30:27,522 --> 00:30:32,002 We were all in this together, we all had kind of the same vision. 498 00:30:32,082 --> 00:30:35,042 It really was more like a mission from God, 499 00:30:35,122 --> 00:30:37,762 that we thought we needed to bring this out 500 00:30:37,842 --> 00:30:40,482 for everyone to be able to experience and use. 501 00:30:40,682 --> 00:30:42,962 And it had a friendly name, Amiga, that... 502 00:30:43,042 --> 00:30:44,962 Who could not love such a name? 503 00:30:45,882 --> 00:30:49,842 When I joined Amiga, and saw the diagram on the wall 504 00:30:49,922 --> 00:30:53,362 of the chip architecture and the system architecture, 505 00:30:54,482 --> 00:30:57,362 one of the things about it is, to implement that, normally, 506 00:30:57,442 --> 00:31:00,442 would require a lot of different small chips. 507 00:31:00,522 --> 00:31:02,362 And it would be a very complex system, 508 00:31:02,442 --> 00:31:05,162 and take a lot of power and be very large. 509 00:31:05,762 --> 00:31:09,282 But what was happening at that time in chip technology 510 00:31:09,362 --> 00:31:11,882 was very large-scale integration, VLSI. 511 00:31:11,962 --> 00:31:14,082 And making custom chips, 512 00:31:14,162 --> 00:31:19,002 and that's something that Jay Miner had a lot of experience with at Atari, 513 00:31:19,082 --> 00:31:20,762 in creating the Atari products. 514 00:31:20,842 --> 00:31:25,242 So, seeing that architecture and knowing that those chips were really a possibility, 515 00:31:25,322 --> 00:31:27,562 and that they could be made at an affordable type of price 516 00:31:27,642 --> 00:31:29,482 that would work in a home computer 517 00:31:29,562 --> 00:31:31,522 was a huge breakthrough. 518 00:31:31,602 --> 00:31:35,602 The chips, Portia, Agnus and Daphne, 519 00:31:35,682 --> 00:31:37,362 which were their original names, 520 00:31:37,442 --> 00:31:39,722 Agnus was the main DMA engine. 521 00:31:39,802 --> 00:31:43,242 It was an address generator, AG, so that's where we got Agnus. 522 00:31:43,322 --> 00:31:47,042 And it was really the DMA engine for everything. 523 00:31:47,722 --> 00:31:50,722 Daphne was fed by Agnus, 524 00:31:50,802 --> 00:31:54,409 and was given all the display stuff to generate the displays, 525 00:31:54,434 --> 00:31:55,946 generate the sprites, 526 00:31:56,002 --> 00:31:58,762 and do some of my stuff. 527 00:31:59,322 --> 00:32:04,322 Portia, the port chip and the audio chip, was also fed by Agnus. 528 00:32:04,402 --> 00:32:07,882 So Agnus had all this huge amounts of DMA pointers in it. 529 00:32:07,962 --> 00:32:11,042 And it basically pulled stuff out of memory 530 00:32:11,122 --> 00:32:13,882 and put stuff in memory and then fed the other two chips 531 00:32:13,962 --> 00:32:18,882 to do other things like the audio, the floppy disk IO, the display, 532 00:32:18,962 --> 00:32:22,162 and then Agnus also did, internally though, it did the blitter operation. 533 00:32:22,242 --> 00:32:23,482 So it did the graphics. 534 00:32:23,562 --> 00:32:26,962 And based on that and how well that was tightly integrated 535 00:32:27,042 --> 00:32:32,122 with the 68000 and Agnus basically stealing cycles from the 68000... 536 00:32:32,202 --> 00:32:36,362 Cos the 68000 could only use memory at half the speed of the RAM, 537 00:32:36,442 --> 00:32:38,642 we were able to do all these things in the background 538 00:32:38,722 --> 00:32:41,522 without really affecting the 68000's performance. 539 00:32:41,802 --> 00:32:45,722 The way those chips worked is they all got their little moment in time 540 00:32:45,802 --> 00:32:48,562 to get on the memory bus to talk to the main CPU 541 00:32:48,642 --> 00:32:51,442 or to talk to each other on that bus. 542 00:32:51,522 --> 00:32:56,042 And there were actually 25 different slices of time in that. 543 00:32:56,122 --> 00:32:58,122 We called it 25 DMA channels. 544 00:32:58,202 --> 00:33:02,162 So organising and orchestrating all of that was a major accomplishment. 545 00:33:02,282 --> 00:33:05,322 You had audio bits being DMA-ed, 546 00:33:05,402 --> 00:33:07,642 and you had video bits being DMA-ed, 547 00:33:07,722 --> 00:33:10,762 and you the blitter moving graphics around, 548 00:33:10,842 --> 00:33:14,082 you had the floppy disk DMA stuff going on. 549 00:33:14,162 --> 00:33:18,002 In order to effectively get all those things moving around properly, 550 00:33:18,082 --> 00:33:21,122 all at the same time, you have to have pre-emptive multitasking. 551 00:33:21,202 --> 00:33:25,002 Because you can't be pulling stuff to wait for something to do. 552 00:33:25,082 --> 00:33:26,802 You have to be event-driven, 553 00:33:26,882 --> 00:33:29,282 so that when things need to be restarted 554 00:33:29,362 --> 00:33:32,442 or things are done and you need to start something else up, 555 00:33:32,522 --> 00:33:34,122 it all has to be pre-emptive. 556 00:33:34,202 --> 00:33:35,722 Yeah, so back then, 557 00:33:35,802 --> 00:33:39,722 most computers, micro-computers, were single-tasking computers, 558 00:33:39,802 --> 00:33:42,202 you ran one application at a time. 559 00:33:42,282 --> 00:33:44,882 You did what you wanted, you shut down that application, 560 00:33:44,962 --> 00:33:46,482 and then you ran something else. 561 00:33:46,562 --> 00:33:48,842 So you could only run one program at a time. 562 00:33:48,922 --> 00:33:50,842 The idea of a multi-tasking operating system 563 00:33:50,922 --> 00:33:55,122 is to allow several different processes to run in parallel at the same time, 564 00:33:55,202 --> 00:33:58,362 and to share the CPU between the different processes, 565 00:33:58,442 --> 00:34:00,202 and to do that fast enough 566 00:34:00,282 --> 00:34:02,322 that you don't notice that it's switching between them. 567 00:34:02,402 --> 00:34:07,522 The 68000 chip only had a few of the features needed 568 00:34:07,602 --> 00:34:10,042 to properly do what a full 569 00:34:10,122 --> 00:34:13,242 multi-tasking operating system does nowadays. 570 00:34:13,322 --> 00:34:17,122 And so we were only thinking of doing the best we could 571 00:34:17,202 --> 00:34:20,094 to let the software team take it beyond what the basic, 572 00:34:20,119 --> 00:34:21,666 simple hardware could do. 573 00:34:21,722 --> 00:34:25,002 Yeah, multi-tasking was more difficult to implement 574 00:34:25,082 --> 00:34:26,642 on a machine like the Amiga. 575 00:34:26,722 --> 00:34:29,762 That was the early days of microprocessors. 576 00:34:29,842 --> 00:34:35,642 And they didn't have the concept of protecting different process spaces. 577 00:34:35,722 --> 00:34:40,042 So it was easy for one process to overrun the memory into another process. 578 00:34:40,442 --> 00:34:43,202 So, the design of the multi-tasking had to be very careful 579 00:34:43,282 --> 00:34:46,442 to try to avoid those types of situations from happening. 580 00:34:46,522 --> 00:34:50,162 Well, when I came into the project, I started in August of '83, 581 00:34:50,242 --> 00:34:54,442 there was no hardware, there wasn't even a board with a 68000 on it. 582 00:34:54,522 --> 00:34:58,243 There was just... We had an Atari 800 that we could use 583 00:34:58,323 --> 00:35:00,083 and we had a SAGE computer... 584 00:35:00,163 --> 00:35:03,723 That was a fancy multi-user computer, 585 00:35:03,803 --> 00:35:07,843 designed to handle up to four users at the same time. 586 00:35:07,923 --> 00:35:11,123 And we had 10 users jammed on that tiny little box, 587 00:35:11,203 --> 00:35:14,963 all hammering at that one CPU, trying to get it to do our work. 588 00:35:15,283 --> 00:35:20,563 Right around October, I think, we had our first 68000 prototype 589 00:35:20,643 --> 00:35:24,803 which was just a 68000 with some RAM on it, and a serial port. 590 00:35:25,363 --> 00:35:29,883 There was no fancy hardware at that time, but it did allow us to... 591 00:35:29,963 --> 00:35:34,403 It allowed Carl to bring up his pre-emptive multi-tasking kernel. 592 00:35:34,483 --> 00:35:37,523 It allowed me to get graphics basically running 593 00:35:37,603 --> 00:35:40,723 with a little emulator for some of the graphics. 594 00:35:40,803 --> 00:35:45,483 The architecture of the system let the different developers 595 00:35:45,563 --> 00:35:48,043 develop their components, their libraries, 596 00:35:48,123 --> 00:35:49,763 independent of each other, 597 00:35:49,843 --> 00:35:52,923 and actually load them into the system independently, 598 00:35:53,003 --> 00:35:55,683 and allow them to test without having to coordinate 599 00:35:55,763 --> 00:35:57,923 in a real serious way with everyone else. 600 00:35:58,003 --> 00:36:00,163 I don't believe we got real hardware, 601 00:36:00,243 --> 00:36:03,083 where they were plugging the wire-wrapped bread boards in, 602 00:36:03,163 --> 00:36:06,283 until basically about a month before CES. 603 00:36:06,643 --> 00:36:10,603 We had one bread board to represent the computer, 604 00:36:10,683 --> 00:36:15,563 the 68000, the memory, and it had some connectors on it 605 00:36:15,643 --> 00:36:18,403 to represent the sockets where the three custom chips would go. 606 00:36:18,643 --> 00:36:24,083 Three 40-pin sockets to plug the umbilical cords that went from the chip stacks, 607 00:36:24,163 --> 00:36:30,803 which were between five and seven sets of boards with high-speed CMOS 608 00:36:30,923 --> 00:36:34,163 that emulated the functions of the hardware. 609 00:36:34,243 --> 00:36:37,643 And each one of those would plug into a different 40-pin socket 610 00:36:37,723 --> 00:36:39,603 on what we called then the Lorraine motherboard. 611 00:36:39,683 --> 00:36:43,123 But it was a very primitive way to mimic 612 00:36:43,203 --> 00:36:45,963 something that's going to be turned into an integrated circuit. 613 00:36:46,043 --> 00:36:50,843 But there was no prototyping technology at that time to quickly make a chip. 614 00:36:50,923 --> 00:36:56,043 You had to do this preliminary step and work out all the details and the bugs. 615 00:36:56,123 --> 00:36:59,443 Then I finally was able to like... Well, let me pull the emulator out, 616 00:36:59,523 --> 00:37:03,003 and plug in writing these registers to the hardware 617 00:37:03,123 --> 00:37:04,683 and see if anything happened. 618 00:37:04,763 --> 00:37:07,923 And after three weeks to four weeks of concentrated work, 619 00:37:08,003 --> 00:37:12,643 in the last week before CES, we basically moved into the office. 620 00:37:12,723 --> 00:37:17,843 So it was quite an amazing time period when we're all pushing each other 621 00:37:17,923 --> 00:37:19,603 to try to get more stuff done, 622 00:37:19,683 --> 00:37:22,563 and trying to help each other to get that stuff done. 623 00:37:26,403 --> 00:37:30,403 The build-up to the CES shows was actually insanity. 624 00:37:31,243 --> 00:37:34,723 It was not a nice smooth, kind of, "OK, we're going to go to CES." 625 00:37:34,803 --> 00:37:36,603 It was like, "Oh, my God! 626 00:37:36,683 --> 00:37:39,403 "We've got to make this work for CES." 627 00:37:39,483 --> 00:37:42,323 As we came up to that CES show, 628 00:37:42,403 --> 00:37:46,363 I was already part of the higher-level discussions 629 00:37:46,443 --> 00:37:48,163 that were taking place in the company. 630 00:37:50,043 --> 00:37:51,883 And so, unfortunately for me, 631 00:37:51,963 --> 00:37:54,923 I knew a lot more than other people in the company knew, 632 00:37:55,003 --> 00:37:58,643 and I had a clear sense of just how bad things were, 633 00:37:58,723 --> 00:38:00,723 how close we were to the edge, financially. 634 00:38:01,123 --> 00:38:02,643 We were out of money. 635 00:38:02,723 --> 00:38:04,563 And it was difficult to find money. 636 00:38:04,803 --> 00:38:07,283 Jay mortgaged his house. 637 00:38:07,363 --> 00:38:10,603 Dave sold at least one car. He had some fancy, expensive cars. 638 00:38:10,683 --> 00:38:15,803 So, I was very aware of the emptiness of the wallet. 639 00:38:15,883 --> 00:38:18,283 The CES show was kind of a make-or-break thing. 640 00:38:18,363 --> 00:38:20,763 If we didn't make it to CES, 641 00:38:21,363 --> 00:38:23,083 it was gonna hurt. 642 00:38:23,163 --> 00:38:24,643 We had to show something. 643 00:38:24,723 --> 00:38:27,803 We had to show something to people to impress them, 644 00:38:27,883 --> 00:38:33,003 to either get additional funding, or to figure out a way to sell the product. 645 00:38:33,083 --> 00:38:35,243 We knew things were bad, 646 00:38:35,523 --> 00:38:39,083 but it didn't matter. 647 00:38:39,683 --> 00:38:42,323 We were gonna do what we were gonna do anyway. 648 00:38:42,403 --> 00:38:44,883 The machine was always breaking down, there were always problems 649 00:38:44,963 --> 00:38:46,683 where something would go out and all of a sudden 650 00:38:46,763 --> 00:38:48,603 the blitter would stop working, and those types of things. 651 00:38:48,963 --> 00:38:51,243 So, it was difficult because it was a very... 652 00:38:51,323 --> 00:38:54,203 These were these separate boards that were very complicated, 653 00:38:54,283 --> 00:38:57,043 with lots of wires on them, lots of things that could go wrong. 654 00:38:57,443 --> 00:39:02,363 The hardware guys are doing their best to make sure this hardware stays working. 655 00:39:02,443 --> 00:39:04,483 Things would die, wires would break. 656 00:39:04,883 --> 00:39:08,123 It was a giant set of wire-wrapped boards, it was fragile. 657 00:39:08,203 --> 00:39:09,843 We were very nervous about it. 658 00:39:10,243 --> 00:39:14,443 And in addition, we were trying to add new features up to the last minute 659 00:39:14,523 --> 00:39:18,523 to make the CES demos just blow everyone's socks off, 660 00:39:18,603 --> 00:39:21,883 we used to say, and that was kind of the terminology we used. 661 00:39:21,963 --> 00:39:23,523 We blew everyone's socks off. 662 00:39:23,603 --> 00:39:26,683 But how to do that always was up to the last minute. 663 00:39:26,763 --> 00:39:29,963 So many of us ended up staying nights, 664 00:39:30,043 --> 00:39:34,883 and working weekends to try to get as much done as we could before the show. 665 00:39:35,403 --> 00:39:40,283 It was frightening. It was exhilarating. 666 00:39:40,883 --> 00:39:44,724 And then, a software guy comes in 667 00:39:44,804 --> 00:39:48,284 and wants me to make a major change to the hardware, 668 00:39:48,364 --> 00:39:50,644 a few weeks before CES, 669 00:39:50,724 --> 00:39:53,244 to put in a feature for the graphics. 670 00:39:53,324 --> 00:39:54,884 And I'm flabbergasted. 671 00:39:54,964 --> 00:39:57,964 It is just, "No way. Are you kidding? 672 00:39:58,044 --> 00:39:59,907 "We're not gonna make that kind of change. 673 00:39:59,932 --> 00:40:01,188 We can't take that risk. 674 00:40:01,244 --> 00:40:03,444 "This is the whole company. 675 00:40:03,524 --> 00:40:07,724 "We mess this up and we have no hardware, we are in big trouble." 676 00:40:07,924 --> 00:40:10,284 The hardware feature that he wanted was line draw. 677 00:40:10,364 --> 00:40:12,304 Other, more expensive graphics computers, 678 00:40:12,329 --> 00:40:14,268 already had kind of a hardware line draw, 679 00:40:14,324 --> 00:40:17,684 but this was the first time that a blitter 680 00:40:17,764 --> 00:40:20,524 was basically perverted into being able to draw lines. 681 00:40:20,804 --> 00:40:24,604 It was a great idea, but there was no time. 682 00:40:24,684 --> 00:40:26,524 And there was no schedule. 683 00:40:26,604 --> 00:40:29,884 And I wasn't going to allow it. No way, no how. 684 00:40:29,964 --> 00:40:32,364 Bob Pariseau, the guy in charge of software, 685 00:40:32,444 --> 00:40:36,164 is trying to convince me to do this, because it's very important. 686 00:40:36,244 --> 00:40:38,524 And I absolutely will not do it. 687 00:40:38,604 --> 00:40:43,364 He grabs my arm, and in a joking way, starts twisting my arm. 688 00:40:43,444 --> 00:40:45,444 "I'm twisting your arm, you're gonna do this." 689 00:40:45,964 --> 00:40:48,924 The dog, Mitchie, Jay's dog, 690 00:40:49,324 --> 00:40:52,244 leaps to my defence, and I can't help it. 691 00:40:52,324 --> 00:40:54,524 The dog jumped to my defence. 692 00:40:54,604 --> 00:40:55,884 Of course I'll put it in. 693 00:40:56,364 --> 00:40:59,284 And we took the risk, and we took apart the wire wraps, 694 00:40:59,364 --> 00:41:03,084 and we made the changes, and we made it to CES with line draw, 695 00:41:03,564 --> 00:41:07,564 one of the most astonishing things to see in a machine of that time. 696 00:41:07,644 --> 00:41:08,764 Thank you, dog. 697 00:41:08,844 --> 00:41:13,484 When it was finally time to pack up the office and take everything to the show, 698 00:41:13,564 --> 00:41:17,204 some of us were still working on our code, and they had to, like, 699 00:41:17,284 --> 00:41:20,604 you know, have our computers plugged into extension cords so we could 700 00:41:20,684 --> 00:41:23,644 walk out to the parking lot with the computer and keep working 701 00:41:23,724 --> 00:41:26,524 right until they had to unplug it and put it in the van. 702 00:41:26,604 --> 00:41:28,484 Because it was like that. 703 00:41:28,564 --> 00:41:30,444 The changes were happening all the way up to 704 00:41:30,924 --> 00:41:34,884 when those boards were being taken and put into aeroplane seats on aeroplanes 705 00:41:34,964 --> 00:41:36,444 and flown down to Las Vegas. 706 00:41:36,524 --> 00:41:40,044 It was chaos. There was nothing smooth about that whole process. 707 00:41:48,604 --> 00:41:52,764 Everyone's hopes and dreams were pinned to 708 00:41:52,844 --> 00:41:56,604 that moment when the CES show opened, 709 00:41:57,484 --> 00:42:00,244 and the first people would start to see our baby, 710 00:42:00,324 --> 00:42:02,204 and what kind of response would it get. 711 00:42:02,284 --> 00:42:05,964 They had a booth there, all this Amiga stuff that had been done before, 712 00:42:06,044 --> 00:42:09,444 like the Amiga joysticks, the Power Sticks, some of the Amiga games 713 00:42:09,524 --> 00:42:13,924 that were actually designed to establish the company as a real company. 714 00:42:14,004 --> 00:42:17,724 When the people finally got a chance to see our baby, 715 00:42:17,804 --> 00:42:20,124 the response was overwhelming. 716 00:42:20,204 --> 00:42:22,244 It was astonishing. 717 00:42:22,324 --> 00:42:24,604 Every party that came in there, 718 00:42:24,684 --> 00:42:28,404 every major corporation that got a chance to see the device, 719 00:42:28,484 --> 00:42:33,124 they were astonished at the magnificence of the thing they had just seen. 720 00:42:33,204 --> 00:42:37,244 That was the great endorsement that we were on the right track. 721 00:42:37,324 --> 00:42:39,684 We were knocking people's socks off with this thing. 722 00:42:39,964 --> 00:42:46,084 And that night, then, the Amiga executives said to the rest of staff 723 00:42:46,164 --> 00:42:47,844 they were so pleased with everything. 724 00:42:47,924 --> 00:42:51,324 They took us out to dinner. We had this awesome Italian dinner. 725 00:42:51,404 --> 00:42:52,684 Drank a lot of Chianti. 726 00:42:53,404 --> 00:42:56,804 And all through the meal, Dale and RJ are over here at the side, 727 00:42:56,884 --> 00:42:59,844 and they're conversing between themselves, and they're laughing, 728 00:42:59,924 --> 00:43:02,804 and they're having the best possible time. 729 00:43:02,884 --> 00:43:05,924 And so we get done and he's saying, "OK, we're gonna take the van, 730 00:43:06,004 --> 00:43:07,524 "and we're gonna go back over to the show." 731 00:43:07,604 --> 00:43:09,044 And I said, "You're not gonna be able to get in." 732 00:43:09,124 --> 00:43:10,924 I said, "They lock that place up tight as a drum." 733 00:43:11,004 --> 00:43:12,364 They said, "Don't worry." 734 00:43:12,724 --> 00:43:16,604 Dale and I and that one six-pack of warm beer. 735 00:43:18,084 --> 00:43:20,004 We went back to the trade show, 736 00:43:20,084 --> 00:43:22,804 and worked until we passed out. 737 00:43:23,124 --> 00:43:26,884 Because the demo already existed, 738 00:43:26,964 --> 00:43:28,324 we made it better. 739 00:43:28,404 --> 00:43:33,524 The demo started as a yellow and blue spinning ball 740 00:43:33,604 --> 00:43:38,004 that Sam Dicker wrote, that filled the screen, and it was a great demo, 741 00:43:38,084 --> 00:43:41,964 and that was one of the canned demos that we had for the show at CES. 742 00:43:42,044 --> 00:43:46,204 Prior to that, I had started working on a modification of that demo, 743 00:43:46,284 --> 00:43:50,404 which was to basically shrink it down to a small ball, 744 00:43:50,484 --> 00:43:51,644 which I called a Quickie. 745 00:43:51,724 --> 00:43:55,084 Using a play field, I could make it bounce up and down. 746 00:43:55,164 --> 00:43:59,324 Having a background in physics, I knew the simple algorithms 747 00:43:59,404 --> 00:44:02,084 to make something look like it's bouncing up and down. 748 00:44:02,164 --> 00:44:06,724 And also knowing exactly how the play field worked with a colour palette, 749 00:44:06,804 --> 00:44:11,084 I knew that I could put a trick in there to make it look like there was a shadow, 750 00:44:11,164 --> 00:44:13,924 and that the ball would actually cast a shadow. 751 00:44:14,484 --> 00:44:17,164 So I programmed that in there, 752 00:44:19,044 --> 00:44:22,684 and it was just a basic, simple bouncing ball 753 00:44:22,764 --> 00:44:26,604 casting a shadow on a simple grid in the back. 754 00:44:27,284 --> 00:44:31,564 What happened was that we managed to fall asleep. 755 00:44:31,644 --> 00:44:34,325 I think I fell asleep first and Dale went second. 756 00:44:34,405 --> 00:44:39,045 But the last thing that he did was he had created a build, 757 00:44:39,125 --> 00:44:41,005 run it on the hardware, 758 00:44:41,085 --> 00:44:45,925 and then worked on the software a little bit more to make one more change, 759 00:44:46,005 --> 00:44:49,845 and then while he was waiting for that one more change to compile, 760 00:44:49,925 --> 00:44:51,525 he fell asleep. 761 00:44:51,605 --> 00:44:55,645 But what happened was then that the two of us were in that room sleeping 762 00:44:55,725 --> 00:44:58,045 when our co-workers showed up the next morning 763 00:44:58,125 --> 00:45:01,685 to clean up the booth and get ready for the next day of the show. 764 00:45:01,765 --> 00:45:06,285 Both RJ and I are sleeping on the floor cos we were there all night long, 765 00:45:07,325 --> 00:45:12,805 and I had left the bouncing ball that we had just created that last night 766 00:45:12,885 --> 00:45:14,525 bouncing on the screen. 767 00:45:14,605 --> 00:45:17,965 The next morning we came in, and we all looked at each other and said, 768 00:45:18,045 --> 00:45:20,205 "What the hell did those two guys do last night?" 769 00:45:20,285 --> 00:45:24,365 When they came in, they clearly recognised what was different, 770 00:45:24,445 --> 00:45:26,605 but no one knew that we were in the next room sleeping, 771 00:45:26,685 --> 00:45:30,525 because we were in a room separate from the main computer hardware room. 772 00:45:30,605 --> 00:45:34,725 We had to be in this little side room where we had passed out. 773 00:45:34,805 --> 00:45:37,085 And so they didn't even know we were in there for about half an hour, 774 00:45:37,165 --> 00:45:38,325 until someone stumbled upon us 775 00:45:38,350 --> 00:45:40,629 cos they were looking for a place to put their coats. 776 00:45:40,685 --> 00:45:44,685 And they find the two of us asleep in there. 777 00:45:46,325 --> 00:45:49,325 The show was only gonna go on for one more day. 778 00:45:49,405 --> 00:45:53,765 Gary McCoy and Don Reisinger, they'd already brought a lot of people by 779 00:45:53,845 --> 00:45:57,125 to show off the capabilities of the Amiga computer. 780 00:45:57,205 --> 00:46:01,125 This was all behind curtains. It wasn't open to anybody to just walk in. 781 00:46:01,205 --> 00:46:02,445 You had to be invited in. 782 00:46:02,525 --> 00:46:06,645 So it was like Sears and all these other companies that were invited in. 783 00:46:06,725 --> 00:46:11,045 They had already seen this stuff, and they all immediately went out and got, 784 00:46:11,125 --> 00:46:13,805 I think, just about every person that they had already brought in, 785 00:46:13,885 --> 00:46:16,645 they brought them back to see that demo. 786 00:46:22,445 --> 00:46:27,005 You could not believe the number of people that wanted to get in to see 787 00:46:27,085 --> 00:46:29,725 what the hell was going on inside that compound. 788 00:46:30,125 --> 00:46:31,605 I thought it was incredible. 789 00:46:32,405 --> 00:46:35,125 That was the most amazing thing. 790 00:46:35,405 --> 00:46:40,365 Yeah, real-time graphics was amazing to do in those days. 791 00:46:41,045 --> 00:46:45,005 Now, of course, it's very commonplace, but that was something special. 792 00:46:45,125 --> 00:46:47,965 It reminded me of the statement from Samuel F.B. Morse, 793 00:46:48,045 --> 00:46:49,965 when he did the first telegraph. 794 00:46:50,045 --> 00:46:51,565 "What hath God wrought?" 795 00:46:51,645 --> 00:46:53,245 That's the first thing that came to mind, is, 796 00:46:53,325 --> 00:46:55,485 "What in the hell have we done here to this industry?" 797 00:47:04,365 --> 00:47:07,085 There was a lot of buzz in the marketplace, 798 00:47:07,165 --> 00:47:09,469 and even Steve Jobs had heard the buzz 799 00:47:09,494 --> 00:47:12,269 and came over a couple of different times. 800 00:47:12,525 --> 00:47:18,165 After he visited, we were convinced it was strictly a fishing expedition, 801 00:47:18,245 --> 00:47:21,165 to see what it was he might be up against. 802 00:47:21,245 --> 00:47:25,165 We were constantly giving demos to potential investors, or partners, 803 00:47:25,245 --> 00:47:27,565 or someone that could bring in some cash. 804 00:47:27,645 --> 00:47:31,245 We had a number of the most prominent venture capital people 805 00:47:31,325 --> 00:47:33,685 in the tech business come and visit. 806 00:47:33,765 --> 00:47:36,205 They loved what we had, 807 00:47:36,285 --> 00:47:38,885 but in the final analysis, 808 00:47:38,965 --> 00:47:43,205 they figured it was gonna take a whole lot of money to get this thing to the market, 809 00:47:43,285 --> 00:47:46,525 and they weren't willing to go up against IBM and Apple. 810 00:47:46,965 --> 00:47:50,925 We were pretty nervous that if we didn't get an influx of cash soon, 811 00:47:51,005 --> 00:47:54,685 or if the company wasn't purchased soon, 812 00:47:54,765 --> 00:47:58,205 that we'd all be out of a job and that dream would have just fallen apart. 813 00:47:58,285 --> 00:48:00,518 When Amiga started running out of money, 814 00:48:00,543 --> 00:48:02,829 Dave Morse had to start looking for some. 815 00:48:03,445 --> 00:48:05,587 And he ended up going back to Atari, 816 00:48:05,612 --> 00:48:08,389 where Jay Miner actually had some contacts. 817 00:48:08,885 --> 00:48:14,245 So, they made a deal that Atari would lend them $500,000 to keep going. 818 00:48:14,325 --> 00:48:17,365 They would use that money to actually make chips 819 00:48:17,445 --> 00:48:20,125 of the prototype chips that they had previously made. 820 00:48:20,205 --> 00:48:25,045 If they didn't pay back that loan by June 30th, 1984, 821 00:48:25,125 --> 00:48:28,045 it meant that Atari would get that technology for nothing. 822 00:48:28,365 --> 00:48:32,005 The deal was made, and it was a bit of a deal with the devil. 823 00:48:32,085 --> 00:48:36,445 There was that point in time when we were going to have to produce or, 824 00:48:36,565 --> 00:48:40,485 you know, we were gonna end up being part of Atari one way or the other. 825 00:48:40,605 --> 00:48:44,765 They didn't think it was a smart deal. Jay Miner knew it wasn't a smart deal. 826 00:48:44,845 --> 00:48:46,478 But they really had no options at that time, 827 00:48:46,503 --> 00:48:47,989 cos they were just running out of money. 828 00:48:48,205 --> 00:48:49,485 But that deal was made with Warner Brothers, 829 00:48:52,045 --> 00:48:55,845 and between that time and the time that Commodore came into the picture, 830 00:48:55,925 --> 00:48:58,605 Warner Brothers sold the whole thing to the Tramiels. 831 00:48:59,125 --> 00:49:01,725 Warner Communications' sale of its Atari home computers 832 00:49:01,805 --> 00:49:04,605 may eliminate a big financial headache for that company, 833 00:49:04,685 --> 00:49:08,325 but the sale, for $240 million in notes to Jack Tramiel, 834 00:49:08,405 --> 00:49:10,125 who once headed Commodore computers, 835 00:49:10,205 --> 00:49:12,325 could cause headaches for a lot of other companies. 836 00:49:12,405 --> 00:49:15,645 Here's our clear-headed business reporter, Barron's Editor Alan Abelson. 837 00:49:15,725 --> 00:49:16,965 - Good morning, Alan. - Good morning. 838 00:49:17,045 --> 00:49:20,046 Well, you know, that kind of deal, Bob, was a Henny Youngman deal. 839 00:49:20,126 --> 00:49:21,166 What does that mean? 840 00:49:21,246 --> 00:49:24,486 Well, that means that Warner said to them, "Here, take my company, please." 841 00:49:24,566 --> 00:49:27,086 The fact is that Tramiel almost got it for nothing. 842 00:49:27,206 --> 00:49:29,966 The terms were extraordinarily easy. 843 00:49:30,046 --> 00:49:32,726 And, you know, Tramiel's a guy who takes no prisoners. 844 00:49:32,806 --> 00:49:34,646 So this ought to be quite a fight. 845 00:49:34,726 --> 00:49:37,646 A real grudge battle between Commodore and Atari. 846 00:49:37,726 --> 00:49:41,406 So Jack Tramiel, when I knew him, he was president of Commodore. 847 00:49:41,486 --> 00:49:45,086 He had a reputation. His history was that 848 00:49:45,166 --> 00:49:49,366 he was in a concentration camp in Germany in World War II. 849 00:49:49,446 --> 00:49:52,726 And he came out of that with kind of a certain attitude. 850 00:49:52,806 --> 00:49:55,766 His attitude is "business is hell." 851 00:49:55,846 --> 00:49:59,006 And if you get in his way, he will send you there. 852 00:49:59,086 --> 00:50:02,366 You don't want to be in a negotiation with a man 853 00:50:02,446 --> 00:50:05,886 who firmly believes that business is war, 854 00:50:05,966 --> 00:50:08,526 and all he has to do is figure out how to bring you down. 855 00:50:08,606 --> 00:50:10,726 He would be the guy you want on your side. 856 00:50:11,606 --> 00:50:14,046 But you still wouldn't necessarily trust him. 857 00:50:14,566 --> 00:50:17,886 Sometimes in a really intense meeting if he wanted to show you how fierce he was 858 00:50:17,966 --> 00:50:21,286 and how strong he was, and how much of a survivor he was, 859 00:50:21,366 --> 00:50:23,406 he would pull up his shirt and show you 860 00:50:23,486 --> 00:50:27,046 the serial number that had been tattooed on him 861 00:50:27,286 --> 00:50:29,446 when he was in a concentration camp. 862 00:50:29,566 --> 00:50:31,648 The man was an extremely intense man 863 00:50:31,673 --> 00:50:34,430 and his family picked up on that whole vibe. 864 00:50:34,486 --> 00:50:37,166 Are you prepared to tell us why you left Commodore? 865 00:50:37,246 --> 00:50:39,206 The chairman of the company, and myself, 866 00:50:39,286 --> 00:50:42,526 have disagreed on the basic principles 867 00:50:42,606 --> 00:50:44,606 of how to run the company. 868 00:50:45,686 --> 00:50:49,526 And I felt if I cannot go into my office smiling 869 00:50:50,206 --> 00:50:51,886 and being happy, I better quit. 870 00:50:51,966 --> 00:50:54,006 Commodore was a huge business at the time. 871 00:50:54,486 --> 00:50:57,246 Irving Gould and Jack Tramiel built that company 872 00:50:57,326 --> 00:51:00,406 to being a powerhouse in home personal computing. 873 00:51:01,326 --> 00:51:04,046 When Jack went to Atari, it was a good move for him. 874 00:51:04,126 --> 00:51:07,646 He was going to try to duplicate the Commodore business model. 875 00:51:07,726 --> 00:51:10,006 He was going to try to turn everything around. 876 00:51:10,086 --> 00:51:11,806 He knew what he had to do. 877 00:51:11,886 --> 00:51:15,766 And Irving Gould, who was chairman of Commodore, 878 00:51:15,846 --> 00:51:19,606 was uncertain as to how powerful and how successful Jack could be. 879 00:51:19,846 --> 00:51:22,646 As they started to approach the June 30th deadline, 880 00:51:22,726 --> 00:51:26,326 they didn't want to just give up that technology to Atari 881 00:51:26,406 --> 00:51:29,926 and they needed to be able to pay back that loan 882 00:51:30,006 --> 00:51:31,566 in order to get that off their back. 883 00:51:31,886 --> 00:51:34,046 That half-million dollars that came in from Atari 884 00:51:34,126 --> 00:51:38,766 really did kind of get us a breath of air for a short period of time. 885 00:51:38,846 --> 00:51:42,966 But Jack Tramiel from Commodore had moved to Atari 886 00:51:43,046 --> 00:51:47,206 and then this was the idea of going to work for Jack Tramiel, 887 00:51:47,286 --> 00:51:51,526 which all of us were quite nervous about and didn't like that idea. 888 00:51:51,766 --> 00:51:55,606 It felt to us that as the negotiations were progressing, 889 00:51:55,686 --> 00:51:58,206 they wanted more and more. 890 00:51:58,286 --> 00:51:59,661 And if it got to the point 891 00:51:59,686 --> 00:52:03,070 where we were putting them in business to compete with us, 892 00:52:03,126 --> 00:52:05,406 that wouldn't have made any sense to us. 893 00:52:05,486 --> 00:52:09,126 And we kept telling them that, but we couldn't budge them. 894 00:52:09,206 --> 00:52:11,966 The Atari guys knew that we were getting more and more desperate, 895 00:52:12,046 --> 00:52:14,846 that we're almost out of money, that time was almost up, 896 00:52:14,926 --> 00:52:17,846 and they knew they had us over a barrel 897 00:52:17,926 --> 00:52:19,686 and they believed that it was too late, 898 00:52:19,766 --> 00:52:23,606 that we couldn't find another partner to go with 899 00:52:23,686 --> 00:52:26,806 and that Atari acquisition was the only hope for Amiga. 900 00:52:27,406 --> 00:52:29,246 Part of the deal that we made with Atari 901 00:52:29,326 --> 00:52:32,606 was they would get the detailed silicon drawings 902 00:52:32,686 --> 00:52:35,046 of how to make the three custom chips. 903 00:52:35,126 --> 00:52:39,126 There was some things that we did to protect ourselves against Atari. 904 00:52:39,606 --> 00:52:42,926 The set of drawings we gave them were modified. 905 00:52:43,006 --> 00:52:44,486 They wouldn't work. 906 00:52:44,886 --> 00:52:49,446 There was only one set of correct drawings, 907 00:52:49,526 --> 00:52:53,726 and they were saved in a dusty old attach� case here in this house. 908 00:52:53,806 --> 00:52:57,086 They only wanted the hardware, and they weren't interested in the people. 909 00:52:57,166 --> 00:53:01,166 The just wanted the tool as a weapon to point at Commodore 910 00:53:01,246 --> 00:53:03,526 and try to sink the ship of Commodore. 911 00:53:08,966 --> 00:53:11,846 Somehow Dave got in contact with Commodore. 912 00:53:11,926 --> 00:53:15,926 Dave and I had agreed to some parameters of what was acceptable 913 00:53:16,006 --> 00:53:21,686 in terms of a price for the company, and Dave went ahead and did a deal. 914 00:53:21,766 --> 00:53:24,366 Dave was very, very pragmatic about this. 915 00:53:24,606 --> 00:53:26,686 And I think for him the thing was, 916 00:53:27,046 --> 00:53:29,486 even though we can finish this, 917 00:53:29,726 --> 00:53:33,766 we don't know if we're going to have the marketing horsepower to market it 918 00:53:33,926 --> 00:53:37,006 and that Commodore is a better bet for that 919 00:53:37,086 --> 00:53:39,366 because they do have the marketing horsepower. 920 00:53:39,446 --> 00:53:42,286 They've got the distribution system, they've got the manufacturing. 921 00:53:42,366 --> 00:53:46,366 There was a lot of animosity between Jack Tramiel and Irving Gould. 922 00:53:46,446 --> 00:53:51,286 And Irving Gould knew that if they bought that technology outright, 923 00:53:51,366 --> 00:53:53,606 Jack Tramiel would not be able to use that at Atari. 924 00:53:53,806 --> 00:53:57,166 So, what he ended up doing, instead of just buying the chips 925 00:53:57,246 --> 00:54:00,646 was he bought the whole Amiga company for about $30 million dollars. 926 00:54:00,726 --> 00:54:05,486 And I was with Dave the day we drove over to Atari 927 00:54:05,566 --> 00:54:10,287 and presented the guy with a cheque for $500,000, 928 00:54:10,367 --> 00:54:13,007 which he was not at all expecting. 929 00:54:13,087 --> 00:54:14,847 And he almost fell off his chair. 930 00:54:14,927 --> 00:54:19,167 He had to excuse himself from the meeting to call Jack Tramiel, 931 00:54:19,247 --> 00:54:23,247 who was in the process of buying Atari. 932 00:54:23,327 --> 00:54:27,527 And apparently, Tramiel, not knowing anything about this deal, 933 00:54:27,607 --> 00:54:32,607 said "When somebody gives you a cheque for $500,000, 934 00:54:32,687 --> 00:54:33,927 "you take it." 935 00:54:34,327 --> 00:54:37,807 And so we left. He took the cheque and we left. 936 00:54:37,887 --> 00:54:42,087 Months later, Leonard Tramiel was looking through some documents 937 00:54:42,167 --> 00:54:45,567 and he happened to see that there was this deal with Amiga 938 00:54:45,647 --> 00:54:47,807 that perhaps wasn't fully honoured. 939 00:54:47,887 --> 00:54:49,207 And that's when the lawsuit came. 940 00:54:49,567 --> 00:54:52,967 Tramiel being Tramiel sued Commodore and sued all of us. 941 00:55:02,447 --> 00:55:05,847 The computer business is not dead, it's alive and kicking. 942 00:55:12,927 --> 00:55:15,727 When the lawsuit from Jack Tramiel came along 943 00:55:15,807 --> 00:55:19,407 and Atari started suing Amiga, and Jay Miner personally, 944 00:55:19,487 --> 00:55:23,287 the judge ordered that they had to stop work on it until things were sorted out. 945 00:55:23,367 --> 00:55:26,567 The basis of the lawsuit seems to be that 946 00:55:26,647 --> 00:55:30,327 the only way Atari was not to get the chip technology 947 00:55:30,407 --> 00:55:33,407 was if the chips weren't in a working state. 948 00:55:33,487 --> 00:55:38,607 When Dave Morse came over to Atari and paid back the $500,000 on June 30th, 949 00:55:38,967 --> 00:55:41,967 he told them that the chips weren't working yet. 950 00:55:42,047 --> 00:55:46,687 That got Amiga off the hook about having to deliver the chips to Atari. 951 00:55:47,047 --> 00:55:49,727 However, when Leonard Tramiel looked at it, 952 00:55:49,807 --> 00:55:51,647 he thought it was really suspicious because 953 00:55:51,727 --> 00:55:54,487 they actually did have the working prototypes of the chips. 954 00:55:54,567 --> 00:55:56,647 They were demo-ing the computer 955 00:55:56,727 --> 00:55:58,610 and they subsequently successfully 956 00:55:58,635 --> 00:56:01,271 made the chips in silicon that were working. 957 00:56:01,327 --> 00:56:03,367 So, he thought there was something fishy about that. 958 00:56:06,287 --> 00:56:07,687 Yes, I am very happy. 959 00:56:09,687 --> 00:56:11,567 When Jack Tramiel bought Atari, 960 00:56:12,327 --> 00:56:15,967 he started pulling in all kinds of engineers from Commodore. 961 00:56:16,087 --> 00:56:17,716 And a lot of those engineers 962 00:56:17,741 --> 00:56:21,231 were taking Commodore intellectual property with them. 963 00:56:21,287 --> 00:56:25,327 Irving Gould really just wanted to slow down Jack as much as he could, 964 00:56:25,407 --> 00:56:27,927 so he did a lawsuit against Atari first. 965 00:56:28,607 --> 00:56:33,487 Jack attacking Commodore back is probably somewhat warranted 966 00:56:33,567 --> 00:56:35,047 the way things were going. 967 00:56:35,127 --> 00:56:37,847 So, there was a lot of animosity between those two 968 00:56:37,927 --> 00:56:39,247 and it really showed up. 969 00:56:40,207 --> 00:56:42,687 Oh, God. There is more to this story but, I mean, 970 00:56:42,767 --> 00:56:46,527 we spent hours with our attorneys 971 00:56:47,047 --> 00:56:50,127 preparing for a trial. 972 00:56:50,927 --> 00:56:54,807 And I was dressed and ready to go down to testify, 973 00:56:55,647 --> 00:56:58,767 when we were told that Commodore had settled. 974 00:57:08,287 --> 00:57:10,847 We had been watching Atari, and of course 975 00:57:10,927 --> 00:57:13,927 Atari had thought that they were going to get the Amiga. 976 00:57:14,047 --> 00:57:17,567 And when they didn't get the Amiga, it was time to find a substitute 977 00:57:17,647 --> 00:57:19,087 that could compete with the Amiga. 978 00:57:19,167 --> 00:57:20,767 They wanted to drive the Amiga 979 00:57:20,847 --> 00:57:23,207 and drive Commodore out of business with what they were doing. 980 00:57:23,447 --> 00:57:25,847 The Tramiel family was nothing if not resourceful. 981 00:57:26,287 --> 00:57:29,527 So once they took over Atari and they were trying to revive it, 982 00:57:29,607 --> 00:57:34,047 they needed a new product and it was time to move into 16-bit technology. 983 00:57:34,127 --> 00:57:38,167 Shiraz Shivji was the designer of the Atari STE. 984 00:57:38,247 --> 00:57:39,527 He came right from Commodore. 985 00:57:39,607 --> 00:57:41,367 They knew of our specs pretty well, 986 00:57:41,447 --> 00:57:44,007 and so they tried to copy that as much as they could, 987 00:57:44,087 --> 00:57:49,047 and throw together a machine that would look as good on paper 988 00:57:49,127 --> 00:57:50,487 and try to compete with us. 989 00:57:51,367 --> 00:57:54,007 And what's the quickest thing they could put together? 990 00:57:54,087 --> 00:57:56,527 The 68000, a lot of RAM, 991 00:57:57,327 --> 00:57:58,407 and a MIDI port. 992 00:58:01,407 --> 00:58:05,767 The Atari 520 STE has twice the power of many business models. 993 00:58:07,327 --> 00:58:09,367 I didn't dislike the STE at all. 994 00:58:09,447 --> 00:58:10,927 I thought it was OK. 995 00:58:11,007 --> 00:58:15,527 It just didn't have anything inside it that was exciting, really. 996 00:58:15,887 --> 00:58:20,007 Atari ST was a little bit more purist, I suppose. 997 00:58:21,287 --> 00:58:23,407 By "purist" you can read "shit." 998 00:58:23,687 --> 00:58:29,687 The Atari ST hardware and software-wise, was far more evolutionary. 999 00:58:30,967 --> 00:58:33,127 Kind of what you would expect somebody to have done. 1000 00:58:33,207 --> 00:58:37,167 The ST had the same processor, but it was slightly faster. 1001 00:58:37,647 --> 00:58:41,007 It was 8 megahertz, instead of just over 7 megahertz. 1002 00:58:41,087 --> 00:58:45,887 The ST didn't have a blitter, so it wasn't able to shift as many pixels. 1003 00:58:46,687 --> 00:58:51,327 The ST didn't have a Copper, but you could kind of fake display lists, 1004 00:58:52,047 --> 00:58:54,207 of a sort. Not really. 1005 00:58:54,407 --> 00:58:55,888 It didn't have sprite hardware. 1006 00:59:00,008 --> 00:59:01,448 It can paint pictures. 1007 00:59:02,048 --> 00:59:03,368 And make them move. 1008 00:59:04,328 --> 00:59:07,768 The ST palette was rubbish. I think it had 512 colours, 1009 00:59:08,248 --> 00:59:13,168 and they weren't even nice colours. 1010 00:59:14,728 --> 00:59:16,048 It didn't have sprite hardware. 1011 00:59:16,728 --> 00:59:18,288 The audio hardware was rubbish. 1012 00:59:18,368 --> 00:59:20,008 Scroll and the music will scroll. 1013 00:59:24,488 --> 00:59:26,888 OK, we're just using the Atari right now, nothing else? 1014 00:59:26,968 --> 00:59:29,168 That's correct. The sound chip in the Atari is playing all the music. 1015 00:59:29,248 --> 00:59:30,528 OK, we can stop that for a second. 1016 00:59:30,608 --> 00:59:33,888 The ST didn't have the capabilities of the Amiga, 1017 00:59:33,968 --> 00:59:36,288 and the operating system 1018 00:59:36,448 --> 00:59:39,688 because they were under such time constraints, 1019 00:59:39,768 --> 00:59:42,848 wasn't as mature as the operating system and the user interface 1020 00:59:42,928 --> 00:59:44,328 that the Amiga had when it was launched. 1021 00:59:44,528 --> 00:59:46,848 Its operating system was TOS. 1022 00:59:47,728 --> 00:59:49,688 Well, that said it all to me. 1023 00:59:50,608 --> 00:59:52,688 That it was the Tramiel Operating System. 1024 00:59:52,768 --> 00:59:55,568 When it first came out everyone called it the "Jackintosh" 1025 00:59:55,648 --> 00:59:57,962 because it had a nice black and white mode 1026 00:59:57,987 --> 01:00:00,032 so it could do what the Macintosh did 1027 01:00:00,088 --> 01:00:01,608 plus a little bit of colour. 1028 01:00:01,688 --> 01:00:04,128 And it did it OK. 1029 01:00:04,208 --> 01:00:07,728 You know, it didn't multi-task, it ran GEM-DOS or TOS, 1030 01:00:07,808 --> 01:00:10,168 which was really just repackaged GEM-DOS 1031 01:00:10,248 --> 01:00:12,448 that made it a little more MS-DOS-like 1032 01:00:12,528 --> 01:00:15,568 so it was easy for people to write programs for it if they knew MS-DOS. 1033 01:00:15,648 --> 01:00:19,008 But MS-DOS was the past. 1034 01:00:19,088 --> 01:00:20,248 It wasn't moving forward. 1035 01:00:20,568 --> 01:00:22,648 The ST had two things over the Amiga, in my opinion. 1036 01:00:22,728 --> 01:00:25,438 The first was that beautiful little monochrome display 1037 01:00:25,463 --> 01:00:26,792 that made it look like 1038 01:00:26,848 --> 01:00:29,848 the 'Jackintosh' that it is referred to as affectionately. 1039 01:00:30,528 --> 01:00:32,208 And the other thing that it had over the Amiga, 1040 01:00:32,288 --> 01:00:33,808 which for me was a stroke of genius, 1041 01:00:33,888 --> 01:00:37,728 which is what defined the ST, were a pair of MIDI ports. 1042 01:00:37,808 --> 01:00:39,808 And as a musician myself at the time, 1043 01:00:39,888 --> 01:00:42,488 I had an ST because it ran Creator, 1044 01:00:43,168 --> 01:00:46,088 which of course, now is Logic Pro on the Mac. 1045 01:00:46,368 --> 01:00:49,808 They also had a buffered MIDI port, which is what you really needed in those days 1046 01:00:50,288 --> 01:00:53,528 and unfortunately the Amiga didn't really have a buffered serial port so 1047 01:00:53,608 --> 01:00:56,448 our MIDI could conceivably break down faster. 1048 01:00:56,528 --> 01:01:01,208 On the other hand, once people got better at writing multitasking code 1049 01:01:01,288 --> 01:01:03,042 music software worked a whole lot better 1050 01:01:03,067 --> 01:01:04,992 than it ever did when it was single tasking. 1051 01:01:05,088 --> 01:01:09,688 The Tramiels were good at pushing less expensive hardware 1052 01:01:09,768 --> 01:01:12,008 and the ST kind of wormed its way into the picture. 1053 01:01:12,608 --> 01:01:15,848 My idea is always to try to bring the best technology 1054 01:01:15,928 --> 01:01:19,048 at the lowest price to the masses. 1055 01:01:19,128 --> 01:01:22,528 We are a company which we like to sell to the masses, not to the classes. 1056 01:01:22,608 --> 01:01:27,768 I think the ST was a really good example 1057 01:01:27,848 --> 01:01:30,048 of what a Commodore-like product was. 1058 01:01:30,128 --> 01:01:34,568 It was very simple mechanically. There was a lot of integration everywhere. 1059 01:01:34,648 --> 01:01:38,008 You can put a chip to reduce the number of parts on it. 1060 01:01:38,088 --> 01:01:40,328 They had done a very good job at that. 1061 01:01:40,408 --> 01:01:42,328 And it was simple to manufacture. 1062 01:01:42,408 --> 01:01:45,568 I have to give them credit because for the amount of time they had, 1063 01:01:45,648 --> 01:01:48,168 the few months they had to pull the Atari ST together, 1064 01:01:48,248 --> 01:01:49,688 it actually worked pretty well. 1065 01:01:49,768 --> 01:01:52,168 It wasn't an Amiga in terms of the total capability of the system 1066 01:01:52,248 --> 01:01:53,568 and what it was capable of, 1067 01:01:53,648 --> 01:01:56,048 but it was something that could definitely sell 1068 01:01:56,128 --> 01:01:59,888 as an increment above the Apple II, or above the Commodore 64. 1069 01:01:59,968 --> 01:02:02,307 We were concerned that the Atari would take away 1070 01:02:02,332 --> 01:02:04,432 a lot of the thunder that the Amiga had 1071 01:02:04,488 --> 01:02:07,528 and in fact, it did, because they did beat us to market 1072 01:02:07,608 --> 01:02:09,648 and it did have a lot of good capabilities. 1073 01:02:09,728 --> 01:02:12,208 Certainly when the Atari hit the ground 1074 01:02:12,288 --> 01:02:16,288 it did better at some things in the first year or two than the Amiga did 1075 01:02:16,368 --> 01:02:18,008 because of all the stuff that was there. 1076 01:02:18,088 --> 01:02:19,648 The Amiga had a steeper learning curve. 1077 01:02:19,728 --> 01:02:24,128 We have introduced the ST in the United States on July 8th. 1078 01:02:24,488 --> 01:02:26,688 We are selling everything we make. 1079 01:02:26,768 --> 01:02:29,928 It was the best launch I had in the history of the computer business. 1080 01:02:30,008 --> 01:02:33,008 Jack Tramiel, of course, was the boss of Commodore Computers. 1081 01:02:33,088 --> 01:02:35,248 Since his sudden and rather startling departure, 1082 01:02:35,328 --> 01:02:37,247 Commodore, like many another big name, 1083 01:02:37,272 --> 01:02:39,632 has been beset by major financial problems. 1084 01:02:39,688 --> 01:02:40,768 But now they are fighting back. 1085 01:02:40,848 --> 01:02:44,728 And Frank Leonardi is Vice-President of Marketing Business Systems, 1086 01:02:44,808 --> 01:02:47,168 Commodore Business Machines, Incorporated. 1087 01:02:47,248 --> 01:02:48,968 I was hired by Commodore 1088 01:02:49,048 --> 01:02:53,728 and they wanted to duplicate the market-entry 1089 01:02:54,128 --> 01:02:56,688 of the new Amiga technology 1090 01:02:57,488 --> 01:03:00,608 just as the Macintosh was done by Apple. 1091 01:03:00,688 --> 01:03:05,368 So, they brought me in to duplicate the channel penetration, 1092 01:03:05,448 --> 01:03:08,208 the concept, the marketing, put the team together 1093 01:03:08,288 --> 01:03:12,368 and try to see if they could go ahead and get the Amiga out on the market. 1094 01:03:12,568 --> 01:03:15,128 When they look at the speed and the architecture of the Amiga 1095 01:03:15,208 --> 01:03:17,316 compared to the speed and the architecture of the Macintosh, 1096 01:03:17,341 --> 01:03:18,272 there's no comparison. 1097 01:03:18,488 --> 01:03:19,808 When they launched the Amiga, 1098 01:03:19,888 --> 01:03:23,768 Commodore marketing did a big, splashy launch in New York. 1099 01:03:24,368 --> 01:03:27,888 They had celebrities there, they had all kinds of press, 1100 01:03:27,968 --> 01:03:31,528 the computer press, but also just mainstream press. 1101 01:03:32,608 --> 01:03:34,688 Good evening, ladies and gentlemen. 1102 01:03:35,368 --> 01:03:38,128 Commodore welcomes you to Lincoln Center. 1103 01:03:38,808 --> 01:03:42,289 My name is Bob Truckenbrod, Vice President of Marketing for Commodore, 1104 01:03:43,369 --> 01:03:44,849 and I will be your host 1105 01:03:44,929 --> 01:03:47,689 for what promises to be a very exciting exhibition. 1106 01:03:49,569 --> 01:03:54,009 For tonight is the world premiere of Amiga. 1107 01:03:54,129 --> 01:03:58,569 The launch of the Amiga in New York was a wonderful experience. 1108 01:03:58,649 --> 01:04:02,809 We were so impressed that Commodore could pull that off. 1109 01:04:02,889 --> 01:04:06,689 You know, right there at Lincoln Center, to announce the Amiga to the world. 1110 01:04:06,769 --> 01:04:09,249 And to have all of us in tuxedos 1111 01:04:09,329 --> 01:04:12,489 and the women in beautiful dresses and that kind of thing. 1112 01:04:12,569 --> 01:04:13,689 It really was fun. 1113 01:04:13,769 --> 01:04:17,849 I mean, to see all these dudes dressed in black-tie, man, 1114 01:04:17,929 --> 01:04:22,329 it was just too much. Too much. 1115 01:04:22,569 --> 01:04:24,849 We did a satellite uplink on this. 1116 01:04:25,089 --> 01:04:27,249 So this thing actually kinda went world-wide. 1117 01:04:27,609 --> 01:04:31,449 The same time we showed that launch from Lincoln Center 1118 01:04:31,529 --> 01:04:33,529 and anybody that could sign on to it 1119 01:04:33,609 --> 01:04:36,809 was able to sign on and see the launch exactly as it occurred. 1120 01:04:36,889 --> 01:04:40,049 Commodore really, you know, they treated us very well. 1121 01:04:40,129 --> 01:04:43,249 I mean, they set all that stuff out for us 1122 01:04:43,369 --> 01:04:45,729 and in some ways I felt like 1123 01:04:45,809 --> 01:04:49,529 some of the complaints about Commodore were overblown 1124 01:04:49,609 --> 01:04:52,849 because they really did take the thing and they really ran with it. 1125 01:04:52,929 --> 01:04:54,649 The sales team and the marketing team 1126 01:04:54,729 --> 01:04:58,689 was involved only to the point of trying to address the end use. 1127 01:04:58,769 --> 01:05:00,609 How were we going to address the Amiga? 1128 01:05:00,689 --> 01:05:02,769 What was its main use? 1129 01:05:02,849 --> 01:05:05,609 And at that time there was a guy named Bob Pariseau 1130 01:05:05,689 --> 01:05:07,129 who gave the presentation. 1131 01:05:07,609 --> 01:05:11,169 He was one of the engineers involved from the original Amiga days. 1132 01:05:11,249 --> 01:05:12,649 The Amiga computer. 1133 01:05:14,169 --> 01:05:17,729 We've lived our dream, and seen it come to life. 1134 01:05:18,729 --> 01:05:20,089 Now it's your turn. 1135 01:05:20,689 --> 01:05:23,769 What will you do with the Amiga computer? 1136 01:05:24,049 --> 01:05:26,569 Bob basically was, kind of the overseer 1137 01:05:26,889 --> 01:05:29,649 of a lot of the technical stuff, particularly the software side. 1138 01:05:30,449 --> 01:05:34,809 And he did have the ability to translate the techno side of things 1139 01:05:34,889 --> 01:05:37,609 into terms that I think most people could really understand. 1140 01:05:37,689 --> 01:05:39,649 So when we needed a spokesman who could, 1141 01:05:40,289 --> 01:05:42,449 if he got cornered on a technical question, 1142 01:05:42,529 --> 01:05:46,209 could respond with a technology-based answer 1143 01:05:46,289 --> 01:05:48,569 but he also could make that translation 1144 01:05:48,649 --> 01:05:50,849 into terms that would be more consumer-friendly. 1145 01:05:51,449 --> 01:05:52,809 Good evening. 1146 01:05:53,129 --> 01:05:55,249 What you are about to witness 1147 01:05:55,649 --> 01:05:59,569 is the result of an effort of research and engineering 1148 01:05:59,849 --> 01:06:02,009 that began in 1982 1149 01:06:03,009 --> 01:06:04,569 and which, to date, 1150 01:06:04,649 --> 01:06:09,129 has consumed over 100 man-years of engineering talent. 1151 01:06:10,169 --> 01:06:11,489 The Amiga computer. 1152 01:06:12,569 --> 01:06:14,849 What we demonstrated at the launch 1153 01:06:15,249 --> 01:06:17,769 was just mind-blowing for these guys. 1154 01:06:17,849 --> 01:06:21,369 When we went after that launch 1155 01:06:21,449 --> 01:06:24,209 it was to show audio, music, 1156 01:06:24,289 --> 01:06:26,569 graphics and speed. 1157 01:06:26,649 --> 01:06:27,849 And in doing that, 1158 01:06:27,929 --> 01:06:30,529 with the technology difference of having the three chips 1159 01:06:30,649 --> 01:06:34,449 we tried to convince the world that we had a better, faster 1160 01:06:34,529 --> 01:06:35,969 more colourful machine 1161 01:06:36,049 --> 01:06:38,449 and a distribution setup 1162 01:06:38,609 --> 01:06:40,489 that could easily be transitioned to. 1163 01:06:40,569 --> 01:06:44,049 To show off the graphics capabilities they got Andy Warhol 1164 01:06:44,129 --> 01:06:46,489 and Deborah Harry, who is the singer in Blondie. 1165 01:06:46,569 --> 01:06:50,009 Andy Warhol was famous for doing images of stars. 1166 01:06:50,089 --> 01:06:54,129 He would do a portrait of them with very primary colour backgrounds. 1167 01:06:54,649 --> 01:06:57,009 And so they got him to do one of those type of images, 1168 01:06:57,089 --> 01:07:00,529 where he would scan a picture of her in and then colour it. 1169 01:07:00,609 --> 01:07:04,649 I was there for the rehearsals that were going on with Andy Warhol. 1170 01:07:04,729 --> 01:07:08,689 And it was dicey, because the computer was still not quite reliable. 1171 01:07:08,769 --> 01:07:13,329 And we were very concerned that it might crash or just totally catch on fire, 1172 01:07:13,409 --> 01:07:16,649 burn up or something in the middle of this big show 1173 01:07:16,729 --> 01:07:19,649 where we had all of this press from New York. 1174 01:07:19,769 --> 01:07:22,729 We had this artist at Amiga called Jack Haeger. 1175 01:07:22,809 --> 01:07:24,209 He was just a brilliant artist. 1176 01:07:24,289 --> 01:07:27,969 A lot of the early stuff that was just awesome was Jack. 1177 01:07:28,049 --> 01:07:30,609 And Jack was also smooth and a good talker. 1178 01:07:30,689 --> 01:07:34,289 And so, we decided he'd get up on stage with Andy Warhol. 1179 01:07:34,849 --> 01:07:37,769 You found it to be very spontaneous, didn't you? 1180 01:07:37,849 --> 01:07:40,889 Yeah, it's great. It's such a great thing. 1181 01:07:44,929 --> 01:07:46,769 What more can you say? 1182 01:07:46,889 --> 01:07:48,049 Well... 1183 01:07:48,489 --> 01:07:53,089 Andy Warhol is using my Graphicraft paint program 1184 01:07:53,209 --> 01:07:58,209 to modify a digitised image of Deborah Harry that he just got 1185 01:07:58,289 --> 01:08:00,489 into the Amiga computer. 1186 01:08:00,889 --> 01:08:05,649 And we had rehearsed with Andy Warhol, who was an artist. 1187 01:08:05,729 --> 01:08:08,369 He's not an engineer and he's not a logical guy. 1188 01:08:08,449 --> 01:08:11,169 And so you can give him logical instructions. 1189 01:08:11,289 --> 01:08:14,569 But he was an artist, he wasn't an engineer. 1190 01:08:14,649 --> 01:08:16,769 And so we told him, "You can do this, but don't do that. 1191 01:08:16,849 --> 01:08:18,089 "And do this and don't do that." 1192 01:08:18,169 --> 01:08:20,289 And he said, "Yeah, yeah. I got it, I got it." 1193 01:08:20,369 --> 01:08:22,969 But he wasn't getting it. And then, he was... 1194 01:08:23,049 --> 01:08:24,769 And he gets up on stage 1195 01:08:24,849 --> 01:08:29,770 and he starts playing with Graphicraft like some crazy monkey, 1196 01:08:29,850 --> 01:08:32,530 when we know that the thing is so fragile, 1197 01:08:32,610 --> 01:08:35,890 and the hardware's just barely holding it together. 1198 01:08:35,970 --> 01:08:39,530 And the one thing that was a disaster was flood fill. 1199 01:08:39,610 --> 01:08:43,530 That the flood fill wasn't working correctly in the hardware. It would leak. 1200 01:08:43,610 --> 01:08:47,010 And if you clicked in the wrong place and made it flood fill the wrong way, 1201 01:08:47,090 --> 01:08:50,330 it would leak and fill the entire thing, and wipe out your entire image. 1202 01:08:50,410 --> 01:08:53,930 And so we told him, "Whatever you do, don't touch the flood fill." 1203 01:08:54,010 --> 01:08:56,570 So the first thing the guy reaches for is the flood fill. 1204 01:08:56,690 --> 01:08:59,050 And he's all, like... 1205 01:09:03,250 --> 01:09:05,370 And you gotta see, Jack's face is... 1206 01:09:05,450 --> 01:09:08,650 Oh, God, it's just so awesome! He's filled with this horror. 1207 01:09:08,730 --> 01:09:12,010 It's going down! It's going down. 1208 01:09:12,090 --> 01:09:13,890 And he clicked on it and he created the flood fill. 1209 01:09:13,970 --> 01:09:16,770 And I think all of us that were on the engineering team, 1210 01:09:16,850 --> 01:09:18,210 sitting in the audience, were like, 1211 01:09:18,290 --> 01:09:20,850 "No! What's gonna happen now?" 1212 01:09:20,930 --> 01:09:22,850 And we saw that flood fill and it kind of filled in. 1213 01:09:22,930 --> 01:09:24,090 You know, you watched it progress, 1214 01:09:24,170 --> 01:09:26,970 and you thought it'd get to the end and then there'd be a guru meditation. 1215 01:09:27,050 --> 01:09:28,970 You know, the machine would've crashed. 1216 01:09:29,050 --> 01:09:32,490 But, no, it didn't. It made it through and it was all... 1217 01:09:32,570 --> 01:09:35,250 And we were relieved by that. 1218 01:09:35,330 --> 01:09:38,050 The immediate reaction after the launch was phenomenal. 1219 01:09:38,130 --> 01:09:40,290 The kinds of words that, you know, you just... 1220 01:09:40,370 --> 01:09:42,650 You'd write for yourself if you wanted to write them 1221 01:09:42,730 --> 01:09:44,050 to describe something phenomenal. 1222 01:09:44,170 --> 01:09:46,490 They responded very much like people do to video games. 1223 01:09:46,570 --> 01:09:49,170 "Why have the graphics gotten better? Why has the sound has gotten better?" 1224 01:09:49,250 --> 01:09:52,050 Because you respond to it with your ears, with your eyes. 1225 01:09:52,370 --> 01:09:55,570 The tactofeel we now have in game controllers and things as well, 1226 01:09:55,650 --> 01:09:57,570 and with feedback, that's all a part of it. 1227 01:09:57,650 --> 01:10:00,650 Because as human beings, that's what we respond to. 1228 01:10:00,730 --> 01:10:04,770 And we knocked their socks off, absolutely knocked their socks off. 1229 01:10:10,290 --> 01:10:14,650 Re-experience the mind unbounded. 1230 01:10:18,890 --> 01:10:23,370 Amiga, the first personal computer that gives you a creative edge. 1231 01:10:23,450 --> 01:10:27,010 There used to be this massive, massive disparity between the games 1232 01:10:27,090 --> 01:10:29,370 that we could play at home and the kind of technology, 1233 01:10:29,450 --> 01:10:32,410 and the quality experience you could get in the arcades. 1234 01:10:32,490 --> 01:10:34,010 And that was always really evident 1235 01:10:34,090 --> 01:10:38,490 when you would see, like, the Spectrum or the Commodore 64 adaptations, 1236 01:10:38,570 --> 01:10:40,290 the conversions of those coin-op games. 1237 01:10:40,370 --> 01:10:42,130 I think Operation Wolf was one that I remember. 1238 01:10:42,210 --> 01:10:44,490 It had the gun. The graphics were actually really cool. 1239 01:10:44,570 --> 01:10:46,890 Then you would come home and play on your 64 or your Spectrum, 1240 01:10:46,970 --> 01:10:48,210 and it was just nothing like it. 1241 01:10:48,290 --> 01:10:51,730 I mean, it wasn't anything like Operation Wolf in anything but name. 1242 01:10:51,810 --> 01:10:53,370 And that was always kind of depressing. 1243 01:10:53,450 --> 01:10:56,130 What I think is actually really interesting about the Amiga generation is, 1244 01:10:56,210 --> 01:10:59,290 I think that was the first time that we really started to close that gap. 1245 01:10:59,370 --> 01:11:01,050 By the time the Amiga came out, 1246 01:11:01,130 --> 01:11:04,570 there were already coin-operated arcade machines 1247 01:11:04,650 --> 01:11:08,010 also using the Motorola MC68000. 1248 01:11:08,090 --> 01:11:10,370 And you could see in the arcades what you could do 1249 01:11:10,450 --> 01:11:12,930 when you spent $5,000 or $10,000 on hardware 1250 01:11:13,010 --> 01:11:15,250 and built out a really fabulous game. 1251 01:11:15,330 --> 01:11:17,930 And I'm thinking about games at that time like Marble Madness. 1252 01:11:18,010 --> 01:11:21,610 Of course, we later licensed Marble Madness and brought it to the Amiga. 1253 01:11:21,690 --> 01:11:23,530 That's the kind of thing that became possible. 1254 01:11:23,610 --> 01:11:27,970 Suddenly, you could do things at home that were pretty mind-boggling. 1255 01:11:28,050 --> 01:11:31,570 When I saw Marble Madness for the first time on the Amiga, 1256 01:11:31,650 --> 01:11:34,530 it was shocking. And it was shocking because, 1257 01:11:35,330 --> 01:11:37,090 as far as I can recall, 1258 01:11:37,170 --> 01:11:41,970 it was the first time that a video game on a home computer, 1259 01:11:43,130 --> 01:11:44,890 pixel for pixel, 1260 01:11:44,970 --> 01:11:46,930 replicated an arcade game. 1261 01:11:47,010 --> 01:11:49,730 It was the arcade version. There is no difference. 1262 01:11:49,810 --> 01:11:52,170 There might be very slight differences, 1263 01:11:52,250 --> 01:11:56,690 but the quality of that Amiga version was so fantastic at the time. 1264 01:11:56,770 --> 01:11:58,170 It looked like an arcade game. 1265 01:11:58,250 --> 01:12:00,530 And that was the big excitement. You wanted that. 1266 01:12:00,610 --> 01:12:03,010 I just loved its clean clarity. 1267 01:12:03,090 --> 01:12:05,690 Marble Madness was well-suited to the Amiga, 1268 01:12:05,770 --> 01:12:08,530 because it scrolled these playfields. 1269 01:12:08,610 --> 01:12:11,542 The background as the marble was rolling 1270 01:12:11,567 --> 01:12:14,354 was a perfect operation for the chips. 1271 01:12:14,490 --> 01:12:17,730 So I think what the Amiga really did as a computer was 1272 01:12:17,810 --> 01:12:20,530 it sort of took the blinders off game developers 1273 01:12:21,130 --> 01:12:23,970 and it allowed us to start creating more immersive experiences 1274 01:12:24,050 --> 01:12:26,330 with better graphics and better sounds. 1275 01:12:26,410 --> 01:12:30,050 And it opened up the potential audience to a much larger group of people 1276 01:12:30,130 --> 01:12:33,170 that were looking for something, you know, a bit more entertaining 1277 01:12:33,250 --> 01:12:36,210 than what they were getting from the 8-bit computers. 1278 01:12:44,370 --> 01:12:46,450 The first time I saw Defender of the Crown, 1279 01:12:46,770 --> 01:12:48,530 I had to ask the guy behind the counter 1280 01:12:48,555 --> 01:12:50,754 to show me that it was actually running code. 1281 01:12:50,810 --> 01:12:53,290 He said, "Have a go." "OK." 1282 01:12:55,290 --> 01:12:57,650 "Oh, my God." 1283 01:12:57,770 --> 01:13:00,610 I still remember playing the jousting. The jousting was great. 1284 01:13:00,690 --> 01:13:04,130 It was like you were... You were in a movie. 1285 01:13:05,010 --> 01:13:07,210 And yes, a pixelated movie, but still. 1286 01:13:07,290 --> 01:13:08,949 Compared to the games you'd been playing 1287 01:13:08,974 --> 01:13:10,834 only maybe a year or two before that, 1288 01:13:10,890 --> 01:13:13,090 the graphical fidelity was astonishing. 1289 01:13:13,170 --> 01:13:16,570 Bob Jacob at Cinemaware absolutely loved movies, 1290 01:13:16,650 --> 01:13:18,691 and that's why he started the company. 1291 01:13:18,771 --> 01:13:23,451 He had a real passion for storytelling and for creating immersive environments, 1292 01:13:23,531 --> 01:13:26,011 and the Amiga allowed him to do that. 1293 01:13:26,091 --> 01:13:31,971 It gave you this cinema experience where you just didn't play a game, 1294 01:13:32,051 --> 01:13:33,691 but between the levels, 1295 01:13:33,771 --> 01:13:38,411 you'd see cutscenes where you, the hero, was getting together with a woman, 1296 01:13:38,491 --> 01:13:42,171 or you, the hero, was demanding justice from the bad guys. 1297 01:13:42,251 --> 01:13:45,971 We were able to do cutscenes that had actual animation. 1298 01:13:47,131 --> 01:13:51,051 So when you rescue the princess and you have the sword fighting scene, 1299 01:13:51,131 --> 01:13:56,251 you can have a cutscene at the end where you have shadows on the wall, 1300 01:13:56,331 --> 01:13:59,211 and the hero embraces the princess, 1301 01:13:59,291 --> 01:14:02,011 and we could let your imagination run wild with that. 1302 01:14:02,091 --> 01:14:04,377 And it was a game that brought you in, 1303 01:14:04,402 --> 01:14:07,275 in a way that no other game had done before. 1304 01:14:07,491 --> 01:14:09,931 And the game design itself was good. 1305 01:14:10,011 --> 01:14:14,771 But there was this artist, Jim Sachs, who was the art lead on that project, 1306 01:14:14,851 --> 01:14:17,291 and it was his magic 1307 01:14:17,371 --> 01:14:21,011 that turned that game from a commonplace experience 1308 01:14:21,091 --> 01:14:23,331 into something like no one had ever seen before. 1309 01:14:23,411 --> 01:14:27,491 Jim Sachs, I can say without any hesitation, was a genius. 1310 01:14:27,571 --> 01:14:30,491 And Defender of the Crown would not have been a success 1311 01:14:30,571 --> 01:14:32,331 if it hadn't been for Jim Sachs. 1312 01:14:32,411 --> 01:14:34,851 When I started doing the graphics for Defender of the Crown, 1313 01:14:34,931 --> 01:14:37,131 the tools were extremely primitive. 1314 01:14:37,211 --> 01:14:40,011 It was still Graphicraft and Aegis Images. 1315 01:14:40,091 --> 01:14:42,931 So I was drawing castles one dot at a time. 1316 01:14:43,011 --> 01:14:48,611 I'd do a sketch on paper, or I'd see magazine articles about castles. 1317 01:14:48,691 --> 01:14:50,251 And I'd have that picture 1318 01:14:50,331 --> 01:14:52,571 and then do something like that on the screen, 1319 01:14:52,651 --> 01:14:54,011 literally one dot at a time. 1320 01:14:54,091 --> 01:14:59,971 And put about five or six dots together and that forms a block of stone. 1321 01:15:00,051 --> 01:15:04,051 And then, at that point, you could clip out groups of pixels 1322 01:15:04,131 --> 01:15:06,611 and stamp them in as brushes. 1323 01:15:06,691 --> 01:15:09,171 So I was doing that. Stone after stone after stone. 1324 01:15:09,251 --> 01:15:11,011 Finally, you have one tower, 1325 01:15:11,091 --> 01:15:14,611 and then draw the grass and everything growing up to that. 1326 01:15:14,691 --> 01:15:16,131 Very time-consuming. 1327 01:15:16,211 --> 01:15:19,011 And after about probably two weeks, 1328 01:15:19,091 --> 01:15:22,131 I had drawn the first castle on a hill and turned that in. 1329 01:15:22,211 --> 01:15:23,811 And it just blew them away, of course. 1330 01:15:23,931 --> 01:15:27,691 You know, it was just so much different than anything else that they had seen. 1331 01:15:27,891 --> 01:15:31,451 So then, they could get an idea of what the whole game was gonna look like, 1332 01:15:31,531 --> 01:15:33,651 and started to get really excited about the whole thing. 1333 01:15:33,731 --> 01:15:37,371 The design itself reached for 1334 01:15:37,451 --> 01:15:42,731 the kind of softer entertainment experience that is commonplace today. 1335 01:15:42,811 --> 01:15:44,974 Everyone's comfortable with the fact 1336 01:15:44,999 --> 01:15:48,155 that software does that movie thing that it does. 1337 01:15:48,211 --> 01:15:51,211 But Defender of the Crown, the Cinemaware title, 1338 01:15:51,291 --> 01:15:54,691 was one of the first that made that a reality 1339 01:15:54,771 --> 01:15:57,691 where you were no longer just playing a game. 1340 01:15:57,771 --> 01:15:59,611 Because it demonstrated not just graphically, 1341 01:15:59,691 --> 01:16:03,531 visually, this was a quantum leap beyond anything we had seen in 8-bit. 1342 01:16:03,611 --> 01:16:05,051 It was certainly that. 1343 01:16:05,131 --> 01:16:08,251 But it was the kind of game that just wasn't even possible. 1344 01:16:08,331 --> 01:16:11,971 There was nothing quite like Defender of the Crown before it came out. 1345 01:16:12,051 --> 01:16:15,571 And it was definitely a signal for where video games could go. 1346 01:16:15,651 --> 01:16:18,571 I didn't think all video games would take that route, 1347 01:16:18,651 --> 01:16:22,571 but in terms of production values and the ability to draw in people 1348 01:16:22,651 --> 01:16:26,491 who otherwise haven't been interested in video games before. 1349 01:16:26,571 --> 01:16:29,459 The idea that a video game could be a mass market activity 1350 01:16:29,484 --> 01:16:30,755 and not just a niche, 1351 01:16:30,811 --> 01:16:33,291 I think Defender of the Crown was, if not the first, 1352 01:16:33,371 --> 01:16:35,251 then one of the very first to signal that. 1353 01:16:48,931 --> 01:16:52,291 When the Amiga 1000 came off the manufacturing line, 1354 01:16:52,811 --> 01:16:56,971 most of us were... "Amazed" is the wrong word. 1355 01:16:57,051 --> 01:16:59,331 "Distressed" was a better word, 1356 01:16:59,451 --> 01:17:03,491 at what appeared to be wholly inadequate marketing 1357 01:17:03,571 --> 01:17:05,011 on the part of Commodore. 1358 01:17:05,091 --> 01:17:08,971 They didn't really have a good focus, and I think part of that was the fact that 1359 01:17:09,051 --> 01:17:12,171 the Amiga computer was so capable of doing almost anything. 1360 01:17:12,251 --> 01:17:13,521 Unfortunately, 1361 01:17:13,546 --> 01:17:17,355 with the loss of the leadership of Jack Tramiel that very same year, 1362 01:17:17,411 --> 01:17:21,051 Commodore was a little bit lost as to what direction to take. 1363 01:17:21,131 --> 01:17:24,771 Their actions basically said, "We don't understand what we got here." 1364 01:17:24,851 --> 01:17:28,491 They were shipping containerloads of Commodore 64s. 1365 01:17:28,571 --> 01:17:31,731 They were shipping high volume to these mass merchants. 1366 01:17:31,811 --> 01:17:33,388 And then all of a sudden, 1367 01:17:33,413 --> 01:17:37,195 along comes a good buy in buying the Amiga technology, 1368 01:17:37,251 --> 01:17:40,931 because somebody had the vision to go after the Macintosh business 1369 01:17:41,011 --> 01:17:44,371 and the business side of the channels, 1370 01:17:44,451 --> 01:17:48,171 but nobody in the company really had the experience. 1371 01:17:48,251 --> 01:17:51,931 They just didn't know how to market any longer a computer like this 1372 01:17:52,011 --> 01:17:54,171 to that computer-based trait. 1373 01:17:54,251 --> 01:17:57,051 They really only understood a no-mass market. 1374 01:17:57,131 --> 01:18:01,251 And the other part of it is that they yanked the development, a support, 1375 01:18:01,331 --> 01:18:03,131 that had to be out there in order to get software, 1376 01:18:03,211 --> 01:18:04,812 a meaningful software, done in this thing. 1377 01:18:05,092 --> 01:18:07,652 They were so used to the software community 1378 01:18:07,732 --> 01:18:13,172 going and fulfilling the Commodore 64 gaming and productivity software, 1379 01:18:13,252 --> 01:18:16,212 that they never really programmed them for the conformity 1380 01:18:16,292 --> 01:18:18,492 of dealing with the Amiga technology. 1381 01:18:18,572 --> 01:18:21,012 Commodore 64 software was a grass-roots effort. 1382 01:18:22,012 --> 01:18:25,292 Software developers out in the field went and did what they wanted to do. 1383 01:18:25,372 --> 01:18:27,412 Sometimes without the help of Commodore. 1384 01:18:27,492 --> 01:18:29,092 Wasn't that easy to do on the Amiga. 1385 01:18:29,172 --> 01:18:31,052 You needed the books. You needed some training. 1386 01:18:31,132 --> 01:18:33,652 You needed some support back from the company. 1387 01:18:33,732 --> 01:18:35,572 And Commodore didn't provide it. 1388 01:18:35,652 --> 01:18:39,972 Almost all the first-line software that came out of that machine 1389 01:18:40,492 --> 01:18:45,172 was written by internal Amiga guys who just basically sat down and wrote it. 1390 01:18:45,852 --> 01:18:48,132 Because they understood we had to have these applications, 1391 01:18:48,212 --> 01:18:50,972 otherwise we had a nice demo, but that was it. 1392 01:18:51,052 --> 01:18:54,132 We travelled around to 30 cities, launching the Amiga. 1393 01:18:54,212 --> 01:18:56,612 And we had everybody ready for it. 1394 01:18:56,692 --> 01:18:57,852 But then, when we went home, 1395 01:18:57,932 --> 01:19:01,612 we found out they had already had a conversation with Kmart 1396 01:19:01,892 --> 01:19:03,633 and Wal-Mart, and some of these other guys 1397 01:19:03,658 --> 01:19:05,236 who were just used to selling numbers, 1398 01:19:05,292 --> 01:19:08,301 and they could care less about support for the people 1399 01:19:08,326 --> 01:19:10,276 who wanted to do productivity. 1400 01:19:10,332 --> 01:19:12,772 They just wanted to sell tons of games. 1401 01:19:13,212 --> 01:19:15,372 But again, that's all they knew. 1402 01:19:15,452 --> 01:19:18,012 Their experience had said, "Hey, we'll get started, 1403 01:19:18,092 --> 01:19:19,852 "and then we'll take it to the mass market, 1404 01:19:19,932 --> 01:19:22,372 "and we'll have another Commodore 64 on our hands." 1405 01:19:23,252 --> 01:19:25,212 It wasn't a Commodore 64. 1406 01:19:25,292 --> 01:19:29,732 So, you know, to market it like that, I mean, you just flunked Marketing 101. 1407 01:19:30,252 --> 01:19:32,892 And that's where we got lost. 1408 01:19:32,972 --> 01:19:35,292 We had no way to sell that product. 1409 01:19:35,372 --> 01:19:39,372 All we had to do was give it to the mass merchant, 1410 01:19:39,452 --> 01:19:42,332 and the mass merchant would end up sending back the product 1411 01:19:42,412 --> 01:19:43,953 when the customer returned it to them, 1412 01:19:43,978 --> 01:19:45,716 because they didn't know how to boot it up. 1413 01:19:45,972 --> 01:19:49,332 The ethos of Commodore, it never had a plan, 1414 01:19:49,412 --> 01:19:52,412 so therefore, it never questioned what was happening. 1415 01:19:52,492 --> 01:19:55,612 They stumbled from crisis to crisis to crisis, 1416 01:19:55,692 --> 01:19:58,492 and just firefighting more time than they were in planning. 1417 01:19:58,572 --> 01:20:01,372 After the west coast guys left Commodore, 1418 01:20:01,452 --> 01:20:03,652 Commodore had to turn to their own internal engineers 1419 01:20:03,732 --> 01:20:06,372 to continue development of the Amiga system. 1420 01:20:06,452 --> 01:20:10,012 And so, what they said was, "We're gonna go both ways. 1421 01:20:10,092 --> 01:20:14,492 "We're gonna have an Amiga computer that's really aimed for business. 1422 01:20:14,572 --> 01:20:18,852 "It's gonna be very high-end, even higher-end than the Amiga 1000 was. 1423 01:20:18,932 --> 01:20:21,812 "And we're also gonna do a lower-end Amiga 1424 01:20:21,892 --> 01:20:24,332 "that's gonna be a Commodore 64 replacement." 1425 01:20:24,892 --> 01:20:28,892 And so that's how the Amiga 500 came about and the Amiga 2000. 1426 01:20:29,612 --> 01:20:32,825 You are about to step into a brave new world of power, 1427 01:20:32,850 --> 01:20:34,836 performance and productivity, 1428 01:20:34,892 --> 01:20:38,732 made possible by the new Commodore Amiga 500 home computer. 1429 01:20:38,812 --> 01:20:41,932 Sit back and get set for the ride of your life. 1430 01:20:44,492 --> 01:20:47,372 I am the Commodore Amiga 500. 1431 01:20:47,452 --> 01:20:48,612 Why do the A500? 1432 01:20:48,692 --> 01:20:50,892 I think the big idea there 1433 01:20:50,972 --> 01:20:54,132 was to make something that Commodore understood better. 1434 01:20:54,212 --> 01:20:57,332 You know, Commodore was never that good at selling higher-end systems. 1435 01:20:57,412 --> 01:21:00,452 And the A500 sort of hit 1436 01:21:00,532 --> 01:21:05,052 the same exact market spot that the C128 had. 1437 01:21:05,132 --> 01:21:08,572 It was... You know, it was something that a Commodore fan would recognise. 1438 01:21:08,652 --> 01:21:12,572 It was kind of what people thought about home computers, at least in the '80s. 1439 01:21:12,692 --> 01:21:17,052 So, my recollection of the origin of the A500 was 1440 01:21:17,132 --> 01:21:21,852 Gerard Bucas asked Jeff Porter, George Robbins and I 1441 01:21:21,932 --> 01:21:26,692 to look at the A1000 and see if we could cost reduce it. 1442 01:21:26,852 --> 01:21:30,132 So we had the schematics that Dave Needle had done, 1443 01:21:30,212 --> 01:21:34,772 and we just decided the things that were gonna reduce the cost were 1444 01:21:34,852 --> 01:21:40,172 getting rid of the writable control store and putting it into a singular case, 1445 01:21:40,252 --> 01:21:41,892 and having a brick power supply. 1446 01:21:42,172 --> 01:21:44,652 And we looked at the Agnus chip in particular, 1447 01:21:44,732 --> 01:21:47,412 which ended up getting some stuff rolled into it. 1448 01:21:47,812 --> 01:21:52,452 And it was a big cost reduction. I mean, the A1000 case was very expensive. 1449 01:21:52,532 --> 01:21:54,252 The lack of integration, a lot of those... 1450 01:21:54,332 --> 01:21:58,212 All those separate chips that got dramatically reduced with the Fat Agnus 1451 01:21:58,292 --> 01:21:59,612 reduced the cost of it. 1452 01:21:59,692 --> 01:22:03,812 It was really just, "Let's deliver the same level of technology, 1453 01:22:03,892 --> 01:22:06,879 "but, you know, mechanically, electronically, 1454 01:22:06,904 --> 01:22:08,916 whatever we can, cut the cost, 1455 01:22:08,972 --> 01:22:10,772 "so that we can make something 1456 01:22:10,797 --> 01:22:13,796 that Commodore people know what to do with." 1457 01:22:14,132 --> 01:22:18,412 Jeff and I took that proposal to a meeting with Jay Miner, 1458 01:22:18,492 --> 01:22:20,932 and we showed the factoring that we wanted to do. 1459 01:22:21,012 --> 01:22:23,732 There was some debate as to whether the clock stuff was gonna work, 1460 01:22:23,812 --> 01:22:26,412 but Jay Miner was like, "No. That should work," you know. 1461 01:22:26,492 --> 01:22:29,492 And that was... It was cool meeting him. I had never met him before. 1462 01:22:29,572 --> 01:22:33,292 He was very much professional about 1463 01:22:33,372 --> 01:22:39,292 assessing whether what we were proposing made sense technically speaking. 1464 01:22:39,372 --> 01:22:43,412 I'd been advised that they were producing an A500, 1465 01:22:43,492 --> 01:22:46,212 that it was going to be aimed at the consumer market. 1466 01:22:46,292 --> 01:22:48,092 And as soon as it arrived, 1467 01:22:48,117 --> 01:22:52,757 it definitely lived up to all of our expectations and beyond. 1468 01:22:52,813 --> 01:22:56,293 Because the capabilities of it were equally as good as 1469 01:22:56,373 --> 01:22:58,613 the majority of things you could do on the 1000 1470 01:22:58,693 --> 01:23:01,813 at probably 25% of the 1000 price at that time. 1471 01:23:01,893 --> 01:23:05,053 I'm actually very proud of that machine, cos I think it... 1472 01:23:05,133 --> 01:23:08,733 I thought it preserved the spirit of the Amiga 1473 01:23:09,133 --> 01:23:13,893 while making it much more available, in terms of price. 1474 01:23:13,973 --> 01:23:17,773 We were a consumer company selling game computers, 1475 01:23:17,853 --> 01:23:21,773 and it doesn't mean that should be the only thing Commodore was, but that... 1476 01:23:21,853 --> 01:23:23,693 Everyone knew that's what our strength was. 1477 01:23:23,773 --> 01:23:29,013 The thing about the 500 was that it was very clearly a realisation 1478 01:23:29,093 --> 01:23:30,773 that there is a games market, 1479 01:23:30,853 --> 01:23:33,643 and we need to put something out that people can play games on, 1480 01:23:33,668 --> 01:23:34,597 and that was it. 1481 01:23:35,053 --> 01:23:36,933 So it served as a great games machine, 1482 01:23:37,013 --> 01:23:38,533 and as a really good development machine as well. 1483 01:23:38,613 --> 01:23:41,613 But I think that was a case of Commodore realising 1484 01:23:41,693 --> 01:23:45,253 they had to directly address the market that they created. 1485 01:24:13,773 --> 01:24:15,933 Using the Amiga for the first time was a revelation. 1486 01:24:16,013 --> 01:24:17,933 It was like a veil had been lifted. 1487 01:24:18,013 --> 01:24:22,453 It not only allowed us to dream, it allowed us to dream big. 1488 01:24:34,013 --> 01:24:37,573 People who do game development and some application development 1489 01:24:37,653 --> 01:24:39,853 can look at a PC or other machines 1490 01:24:39,933 --> 01:24:41,819 and see how much work it takes 1491 01:24:41,844 --> 01:24:45,237 to get the machine to do what you want it to do, 1492 01:24:45,293 --> 01:24:49,893 and how easy it is to get the Amiga to do what you want it to do. 1493 01:24:49,973 --> 01:24:51,933 So your energy and your time 1494 01:24:52,013 --> 01:24:55,933 are not spent on tricking the machine to produce a piece of graphics. 1495 01:24:56,013 --> 01:25:01,213 They're spent on your invention and your art and your creativity. 1496 01:25:01,293 --> 01:25:02,653 The goal that Jay and I had 1497 01:25:02,733 --> 01:25:07,133 was to advance the state of the art 10 times beyond the competition. 1498 01:25:07,213 --> 01:25:10,653 And when you advance the state of the art sufficiently, 1499 01:25:11,133 --> 01:25:13,564 you get into the realm where you're doing something 1500 01:25:13,589 --> 01:25:15,317 that people find completely new. 1501 01:25:15,373 --> 01:25:19,333 It expands their capability to do things you can't do before 1502 01:25:19,413 --> 01:25:22,733 with 10 times more horsepower. In some cases, even more. 1503 01:25:22,813 --> 01:25:24,163 Game developers now, 1504 01:25:24,188 --> 01:25:28,237 who typically might have just been writing assembly code 1505 01:25:28,293 --> 01:25:32,453 or were doing as much as they can just to get the hardware to do stuff, 1506 01:25:32,533 --> 01:25:34,693 all of a sudden, they had a computer 1507 01:25:34,773 --> 01:25:37,693 that basically would do most of the work for them. 1508 01:25:37,773 --> 01:25:39,573 There was the graphics chips 1509 01:25:39,653 --> 01:25:42,533 that were doing the blitting and the moving of the graphics. 1510 01:25:42,613 --> 01:25:45,893 There were sprites that would just appear where you wanted them to appear. 1511 01:25:45,973 --> 01:25:47,093 Multi-colour sprites. 1512 01:25:47,173 --> 01:25:51,373 You could do the play field animation. You could do play field scrolling. 1513 01:25:51,453 --> 01:25:55,773 You could do simulated 3D perspective stuff by using differential scrolling. 1514 01:25:55,853 --> 01:26:01,693 More colours using the run-length compression in the Hold-and-Modify. 1515 01:26:01,773 --> 01:26:05,453 A multi-channel sampled audio instead of beeps and boops. 1516 01:26:05,533 --> 01:26:09,173 So if you're a game developer, and you saw the opportunity 1517 01:26:09,253 --> 01:26:11,282 to do what you could with the Amiga 1518 01:26:11,307 --> 01:26:14,237 to advance the state of your gaming creativity, 1519 01:26:14,293 --> 01:26:16,853 all of a sudden, this gave you a new tool. 1520 01:26:32,173 --> 01:26:36,333 So it really appealed to the creative edge. 1521 01:26:36,413 --> 01:26:38,453 That was what the Amiga was about. 1522 01:26:38,533 --> 01:26:41,213 That was actually the slogan, was that it gave you the creative edge. 1523 01:26:41,293 --> 01:26:43,893 And it really did. And it took all the people 1524 01:26:43,973 --> 01:26:48,213 that were not just bland PCers that just want to do PC-types of stuff, 1525 01:26:48,293 --> 01:26:50,533 but it just opened up this whole new world. 1526 01:26:50,613 --> 01:26:52,973 The first time I saw it, I was just blown away. 1527 01:26:53,053 --> 01:26:57,013 It was difficult to believe just what a huge leap it was. 1528 01:26:57,093 --> 01:27:02,693 It just felt like you were just touching science fiction, it was so advanced. 1529 01:27:02,773 --> 01:27:06,653 When it comes to the Amiga, the world was really your oyster. 1530 01:27:06,733 --> 01:27:08,053 It really was... 1531 01:27:08,133 --> 01:27:09,033 It widened my world. 1532 01:27:09,058 --> 01:27:11,757 Cos I thought, "Well, we can do anything we want to do." 1533 01:27:14,053 --> 01:27:15,093 So my mind just exploded. 1534 01:27:15,173 --> 01:27:17,613 Amiga was so smooth, you know what I mean? 1535 01:27:17,693 --> 01:27:18,853 It was like a Porsche. 1536 01:27:20,973 --> 01:27:25,413 It had Copper. It had this amazing sound chip. 1537 01:27:25,493 --> 01:27:26,893 Beautiful colours. 1538 01:27:26,973 --> 01:27:31,053 It was very fast. It was a better machine all round. 1539 01:27:31,693 --> 01:27:35,413 And you could tell from the games that were coming out. 1540 01:27:35,493 --> 01:27:37,493 To me, machines are machines, 1541 01:27:37,573 --> 01:27:39,934 and all I talk about with machines is what's wrong with them. 1542 01:27:40,494 --> 01:27:42,974 I just only ever see problems in machines. 1543 01:27:43,054 --> 01:27:45,755 Things that they're stopping me from doing more efficiently, 1544 01:27:45,780 --> 01:27:46,798 that I want to do. 1545 01:27:47,214 --> 01:27:50,334 But the Amiga, actually, of all of the machines I've worked on, 1546 01:27:50,414 --> 01:27:52,249 was the one which gave me the most 1547 01:27:52,274 --> 01:27:55,158 of what you wanted to deliver the most painlessly. 1548 01:27:55,214 --> 01:27:57,174 From a designer's point of view, it was a brilliant machine. 1549 01:27:57,254 --> 01:27:59,374 It was very accessible. 1550 01:27:59,454 --> 01:28:01,534 The programmers learned to get very, very skilful at it. 1551 01:28:01,614 --> 01:28:04,174 But they didn't struggle too much to get up and running. 1552 01:28:04,454 --> 01:28:06,454 So, still, in those days, 1553 01:28:07,014 --> 01:28:12,094 you could spend 75% of making the game development time on making the game, 1554 01:28:12,174 --> 01:28:17,134 and 25% on doing the structure and stuff, the routines to make it work. 1555 01:28:17,214 --> 01:28:19,614 What the Amiga did is it inspired people 1556 01:28:19,694 --> 01:28:22,134 to explore the boundaries of what the machine could do. 1557 01:28:22,214 --> 01:28:24,894 There was so much hardware in there, compared to the other machines, 1558 01:28:24,974 --> 01:28:26,075 that you could play around with, 1559 01:28:26,100 --> 01:28:27,958 and there was so much sneaky stuff you could do. 1560 01:28:28,014 --> 01:28:29,734 There was the Hold-and-Modify mode, 1561 01:28:29,814 --> 01:28:32,894 and there was the weird modes where it only had a 32-colour palette, 1562 01:28:32,974 --> 01:28:36,654 but you could get 32 more colours 1563 01:28:36,734 --> 01:28:38,574 that were basically half as bright versions of that. 1564 01:28:38,654 --> 01:28:41,494 And so, it does inspire people to get into the idea 1565 01:28:41,519 --> 01:28:44,278 that they're gonna have to explore the different corners of stuff. 1566 01:28:44,574 --> 01:28:45,654 In the beginning, 1567 01:28:45,734 --> 01:28:51,054 if you wanted to put bitmapped graphics onto a screen, 1568 01:28:51,134 --> 01:28:53,054 you'd have to create them, 1569 01:28:53,134 --> 01:28:56,894 you'd have to use the computer, the computer's CPU, 1570 01:28:56,974 --> 01:29:00,134 to actually draw those pixels onto the screen. 1571 01:29:00,214 --> 01:29:01,494 And that would take time, 1572 01:29:01,574 --> 01:29:05,054 and while the computer was doing that, it couldn't be doing anything else. 1573 01:29:05,134 --> 01:29:08,654 And very often, in the early games, Jet Set Willy is a good example of that, 1574 01:29:08,734 --> 01:29:11,774 nearly all of the time that the computer was spending 1575 01:29:11,854 --> 01:29:14,494 was spent drawing pixels onto the screen 1576 01:29:14,574 --> 01:29:17,414 and that left very little time left for anything else. 1577 01:29:17,494 --> 01:29:19,454 What a blitter does, 1578 01:29:19,534 --> 01:29:22,934 is it says, "Hey, I'm really good at this. I'm really fast. 1579 01:29:23,014 --> 01:29:27,294 "I can take a bunch of pixels, which correspond to an image from one place, 1580 01:29:27,374 --> 01:29:30,334 "combine them in fancy ways with another bunch of pixels, 1581 01:29:30,414 --> 01:29:35,614 "like a mask or a stencil from another place, and put them onto the screen, 1582 01:29:35,694 --> 01:29:39,214 "in whatever way you want in any number of combinations, 1583 01:29:39,294 --> 01:29:40,654 "to form a final image, 1584 01:29:40,734 --> 01:29:44,454 "and I can do this 10 times faster, 20 times faster, 1585 01:29:44,534 --> 01:29:45,854 "than the processor can do it." 1586 01:29:45,934 --> 01:29:50,374 So what that meant was, the processor was free to do lots of other things, 1587 01:29:50,454 --> 01:29:52,694 like AI for example, like collisions, 1588 01:29:52,774 --> 01:29:57,934 and the blitter allowed you to create an immense amount of detail in the display 1589 01:29:58,214 --> 01:30:00,374 in a fraction of the time that it used to take. 1590 01:30:00,454 --> 01:30:04,014 And the Copper lists allowed us to change colours, 1591 01:30:04,094 --> 01:30:08,614 and shift things left and right slightly, and do all these crazy things. 1592 01:30:08,934 --> 01:30:11,894 And we built a lot of the games around these effects. 1593 01:30:12,054 --> 01:30:15,934 It's like, we could scroll things and move them 1594 01:30:16,014 --> 01:30:18,414 without even really having to put any effort in. 1595 01:30:18,494 --> 01:30:21,734 A lot of the hardware in there is very specifically aimed 1596 01:30:21,814 --> 01:30:26,614 at the kind of things that we as game designers and game producers require, 1597 01:30:26,694 --> 01:30:28,374 or certainly did back in the day. 1598 01:30:28,454 --> 01:30:32,574 To try and replicate the effects that you get in arcade machines of the day, 1599 01:30:32,654 --> 01:30:35,094 you needed very powerful hardware scrolling. 1600 01:30:35,174 --> 01:30:36,638 You needed sprite systems, 1601 01:30:36,663 --> 01:30:39,758 ways of moving objects in front of other objects, 1602 01:30:39,814 --> 01:30:41,047 and obscuring backgrounds 1603 01:30:41,072 --> 01:30:43,438 and restoring backgrounds quickly, easily, 1604 01:30:43,494 --> 01:30:44,560 and freeing up the processor 1605 01:30:44,585 --> 01:30:46,678 to do the main game loop, as it were. 1606 01:30:46,734 --> 01:30:51,494 So there was a lot of hardware in there that you could see precious little use 1607 01:30:51,574 --> 01:30:54,414 for anything else other than games or graphics demos, to be honest. 1608 01:30:54,494 --> 01:30:56,374 So it was a dream machine, really, 1609 01:30:56,454 --> 01:30:59,494 because it really felt like it had been created specifically 1610 01:30:59,574 --> 01:31:04,254 to produce the kind of games that you saw in the arcades 1611 01:31:04,334 --> 01:31:06,134 and the kind of effects that you saw in the arcades. 1612 01:31:06,214 --> 01:31:08,779 I think the thing that impressed me the most about the Amiga, 1613 01:31:08,804 --> 01:31:09,878 besides the graphics, 1614 01:31:09,934 --> 01:31:12,414 was there was an actual operating system on it. 1615 01:31:12,494 --> 01:31:14,614 Coming from the Commodore 64, 1616 01:31:14,694 --> 01:31:17,974 where you got a little prompt and you could type in some BASIC commands, 1617 01:31:18,054 --> 01:31:19,734 the Amiga had a real OS. 1618 01:31:19,814 --> 01:31:23,894 There were files, and you could do a shell and all that kind of stuff. 1619 01:31:23,974 --> 01:31:26,254 To me, that was very interesting about the Amiga. 1620 01:31:26,334 --> 01:31:28,694 I think the biggest thing of all 1621 01:31:28,774 --> 01:31:31,894 was that the Amiga had a mouse. 1622 01:31:32,814 --> 01:31:36,094 So as soon as a mouse came along, you had the freedom 1623 01:31:36,174 --> 01:31:38,316 to make the player be able to move 1624 01:31:38,341 --> 01:31:41,278 wherever they wanted on screen immediately, 1625 01:31:41,334 --> 01:31:42,694 and that was a huge thing. 1626 01:31:42,774 --> 01:31:45,654 And that you had these two buttons, 1627 01:31:45,734 --> 01:31:48,894 fire, hold for scroll around. 1628 01:31:48,974 --> 01:31:52,494 And they had up, down, up, down, so that's four inputs, 1629 01:31:52,574 --> 01:31:55,414 where we were only used to one and the four directions. 1630 01:31:55,574 --> 01:31:57,454 That was incredibly important. 1631 01:31:57,534 --> 01:31:59,334 And it's even small things to do with the mouse. 1632 01:31:59,414 --> 01:32:03,014 I remember the PC version of Lemmings versus the Amiga one, 1633 01:32:03,094 --> 01:32:06,134 and for me, the Amiga one always played much, much, much better. 1634 01:32:06,214 --> 01:32:08,254 And the real reason for that 1635 01:32:08,334 --> 01:32:11,774 was, actually, the Amiga had a hardware cursor. 1636 01:32:11,854 --> 01:32:17,254 So no matter what speed your game ran at, which was 30 frames per second, 1637 01:32:17,334 --> 01:32:19,934 the mouse moved at 60 frames per second. 1638 01:32:20,094 --> 01:32:21,774 And on the Amiga, that was really nice. 1639 01:32:21,854 --> 01:32:25,694 You felt like you had really fine control for when you were clicking as well. 1640 01:32:25,774 --> 01:32:28,575 Cos it could read the click 60 times a second. 1641 01:32:28,695 --> 01:32:32,135 The PC only had software mouse control. 1642 01:32:32,215 --> 01:32:35,015 So it was only moving the mouse at 30 frames per second. 1643 01:32:35,095 --> 01:32:38,015 I could only register a click 30 frames per second as well. 1644 01:32:38,095 --> 01:32:40,455 For me, those two differences are really subtle, 1645 01:32:40,535 --> 01:32:43,243 but the fact that you could run the game at 30 frames per second 1646 01:32:43,268 --> 01:32:44,559 but move your input at 60, 1647 01:32:44,615 --> 01:32:48,455 once again, just showed how advanced the Amiga was. 1648 01:32:48,535 --> 01:32:50,495 And just smart things about doing things like, 1649 01:32:50,575 --> 01:32:53,095 "We're gonna make it so we have a hardware mouse cursor," 1650 01:32:53,535 --> 01:32:56,535 to me, it's the small things which just show the genius of the team. 1651 01:32:56,615 --> 01:32:59,735 There were suddenly all kinds of games that were made possible 1652 01:32:59,815 --> 01:33:04,175 by not being restricted by just the eight cardinal directions on a joystick. 1653 01:33:04,255 --> 01:33:06,895 The ability just to navigate a mouse around the screen 1654 01:33:06,975 --> 01:33:09,135 just opened up all kinds of new possibilities. 1655 01:33:25,615 --> 01:33:28,615 Up until that point, I think the transition from 8 to 16-bit 1656 01:33:28,695 --> 01:33:32,015 was the last generational leap that we saw 1657 01:33:32,095 --> 01:33:35,375 that really allowed new types of games to emerge. 1658 01:33:35,455 --> 01:33:38,175 Populous would not have been possible on the Commodore 64. 1659 01:33:38,295 --> 01:33:39,895 I don't think The Secret of Monkey Island 1660 01:33:39,975 --> 01:33:41,695 would have been possible on the Commodore 64. 1661 01:33:41,895 --> 01:33:45,735 It revolutionised the way that graphics looked in computer games 1662 01:33:45,815 --> 01:33:46,855 overnight, literally. 1663 01:33:48,015 --> 01:33:51,975 And it gave us so many options and so many new ways 1664 01:33:52,055 --> 01:33:56,655 to look at how you could realise a scene in a game. 1665 01:33:56,815 --> 01:33:59,975 It opened up all kinds of avenues 1666 01:34:00,055 --> 01:34:03,015 to cinematic storytelling and cutscenes 1667 01:34:03,095 --> 01:34:05,529 and all kinds of things that we could do in a game, 1668 01:34:05,554 --> 01:34:07,239 that you could never do before. 1669 01:34:36,255 --> 01:34:39,455 It pushed game development, 1670 01:34:39,535 --> 01:34:41,975 it give it a rocket booster, 1671 01:34:42,055 --> 01:34:45,175 it give a nitro booster, and pushed game development. 1672 01:34:45,255 --> 01:34:48,975 It accelerated ideas, people wanting to get to work on games, 1673 01:34:49,055 --> 01:34:50,615 what you could actually do. 1674 01:34:50,695 --> 01:34:52,375 You could actually do a lot more with a game. 1675 01:34:52,455 --> 01:34:55,815 It was such a leap in technology, 1676 01:34:55,895 --> 01:35:01,495 even today, I find anyone who slags off the Amiga needs a head test. 1677 01:35:01,575 --> 01:35:05,255 Because it was such a great machine. It really was. 1678 01:35:50,735 --> 01:35:54,215 It wasn't hardship. I did have a lot of passion for it, 1679 01:35:54,335 --> 01:35:57,375 but you weren't surviving on passion and coffee. 1680 01:35:57,455 --> 01:35:59,855 You could actually come in at the start of the day, 1681 01:35:59,935 --> 01:36:03,215 have some ideas in your head and you could realise it without being stressed. 1682 01:36:03,295 --> 01:36:04,935 And that frees up... 1683 01:36:06,055 --> 01:36:09,255 Or that sort of freedom, rather, enables you to be more creative, 1684 01:36:09,335 --> 01:36:13,975 and to push beyond just fighting against tools and fighting against hardware. 1685 01:36:14,055 --> 01:36:16,775 You can get to where you expected to be pretty quickly, 1686 01:36:16,855 --> 01:36:18,295 and then you can go beyond that. 1687 01:36:18,375 --> 01:36:22,255 On an Amiga, you had your mouse, keyboard, you'd be drawing, fantastic. 1688 01:36:23,255 --> 01:36:27,495 So you've got this bigger resolution, more colours and a palette. 1689 01:36:27,575 --> 01:36:30,735 On the 64, you had 16 colours, that was it. 1690 01:36:30,815 --> 01:36:33,335 On an Amiga, 4,096 colours. 1691 01:36:33,735 --> 01:36:36,895 Fantastic. "What colours do I need? I'm spoilt for choice." 1692 01:36:36,975 --> 01:36:40,215 I wanted to make as many games for the Amiga as possible. 1693 01:36:40,735 --> 01:36:43,895 And of course, we had a lot of our own ideas for games. 1694 01:36:43,975 --> 01:36:46,895 We even went back to our development tools, 1695 01:36:47,375 --> 01:36:51,055 and our development tools were, at that time, PC-based. 1696 01:36:51,135 --> 01:36:54,059 And we had a really nice Paintbox program 1697 01:36:54,084 --> 01:36:56,519 that our developers used on the PC 1698 01:36:56,575 --> 01:36:59,615 to do the graphic art that went into the games. 1699 01:36:59,695 --> 01:37:02,855 And Tim Mott, who's a really brilliant guy 1700 01:37:02,935 --> 01:37:06,575 that ran the technology side of Electronic Arts for nine years, 1701 01:37:06,655 --> 01:37:09,671 it was his idea that we take that Paintbox product 1702 01:37:09,696 --> 01:37:12,119 and turn it into a consumer product, 1703 01:37:12,175 --> 01:37:13,775 Deluxe Paint, 1704 01:37:13,855 --> 01:37:18,056 which was easily the most popular painting app 1705 01:37:18,136 --> 01:37:21,016 in the mid-1980s on any machine. 1706 01:37:21,256 --> 01:37:22,816 And it was very commercially successful 1707 01:37:22,896 --> 01:37:24,696 because it was just so much fun to screw around with it, 1708 01:37:24,776 --> 01:37:28,136 even if you weren't an artist or had no professional reason to be using it. 1709 01:37:28,736 --> 01:37:33,296 Deluxe Paint came out for the Amiga and it absolutely changed our industry. 1710 01:37:33,576 --> 01:37:35,096 We'd never seen anything like it. 1711 01:37:35,176 --> 01:37:37,814 The idea that you could grab an area of the screen 1712 01:37:37,839 --> 01:37:39,960 and pick it up and use it as a brush 1713 01:37:40,096 --> 01:37:41,856 was, frankly, astounding. 1714 01:37:42,016 --> 01:37:45,056 Nothing close to that, technically, had ever been achieved. 1715 01:37:45,136 --> 01:37:48,136 You were watching it, not actually believing your eyes 1716 01:37:48,216 --> 01:37:51,136 that you were able to paint with a real bitmap. 1717 01:37:51,216 --> 01:37:52,696 It was just stunning. 1718 01:37:52,776 --> 01:37:56,056 It knew that I wanted to be able to select things, cut and paste things, 1719 01:37:56,136 --> 01:37:58,856 move them around, change colours once I put them down. 1720 01:37:58,936 --> 01:38:01,656 DPaint and the Amiga was a real change. 1721 01:38:01,736 --> 01:38:05,576 I'm using this magical device called a mouse. Brilliant. 1722 01:38:05,656 --> 01:38:07,056 You'd move it around the screen and it's great. 1723 01:38:07,136 --> 01:38:08,736 You'd just click and put your colour down. 1724 01:38:08,816 --> 01:38:14,096 Yeah, so first thing I did at Bitmaps was Amiga, DPaint, Speedball 2. 1725 01:38:14,216 --> 01:38:15,256 Deluxe Paint came out 1726 01:38:15,336 --> 01:38:18,216 about halfway through my development time on Defender of the Crown, 1727 01:38:18,296 --> 01:38:22,576 and it was a tremendous boon being able to do things with brushes, 1728 01:38:22,656 --> 01:38:24,776 with sweeping brushes and things like that, 1729 01:38:24,856 --> 01:38:28,416 that you couldn't do with Graphicraft or Aegis Images. 1730 01:38:28,896 --> 01:38:34,336 You could do arcs and circles and all kinds of interesting things. 1731 01:38:34,416 --> 01:38:38,376 You could tint, all kinds of effects that you couldn't do before. 1732 01:38:38,456 --> 01:38:42,976 So that really speeded things up during the development 1733 01:38:43,056 --> 01:38:44,536 and made things a lot easier. 1734 01:38:44,616 --> 01:38:46,056 And one of the great things about Deluxe Paint was, 1735 01:38:46,136 --> 01:38:48,776 it was one of the first-ever packages that had built-in animation. 1736 01:38:48,856 --> 01:38:52,536 You could set on just a few frames, 1737 01:38:52,616 --> 01:38:54,856 make this little character animate, 1738 01:38:54,936 --> 01:38:58,616 pick it up as a brush and then just play the animation and play the brush. 1739 01:38:58,696 --> 01:39:01,056 So that it just put down reams of these sprites. 1740 01:39:01,136 --> 01:39:04,576 And then, cos I was bored, I drew a gun at the other end shooting them. 1741 01:39:04,656 --> 01:39:07,856 And that's where you start going, "Well, that's funny, there's a game in that." 1742 01:39:07,936 --> 01:39:10,096 They give you DPaint, you can export files, 1743 01:39:10,176 --> 01:39:13,016 you can incorporate those into programs you're coding. 1744 01:39:13,096 --> 01:39:16,216 And it accelerates the rate of development and productivity 1745 01:39:16,296 --> 01:39:19,016 of people who want to get into the machine to use it for something. 1746 01:39:19,136 --> 01:39:24,896 It allowed me, who couldn't draw to save his life, 1747 01:39:24,976 --> 01:39:27,856 allowed me to do things on the screen, 1748 01:39:27,936 --> 01:39:31,576 and do them immediately, and see the results immediately. 1749 01:39:31,696 --> 01:39:33,976 What Deluxe Paint allowed 1750 01:39:34,056 --> 01:39:37,976 was non-experts, non-computer-experts, 1751 01:39:38,056 --> 01:39:41,616 people whose primary focus was art and not technology, 1752 01:39:41,696 --> 01:39:44,136 to enter the domain of video games creation. 1753 01:39:44,336 --> 01:39:45,976 It was a huge jump 1754 01:39:46,056 --> 01:39:49,456 moving from graphics on the Commodore 64 to graphics on the Amiga. 1755 01:39:49,536 --> 01:39:52,491 It was like we'd missed out one generation 1756 01:39:52,516 --> 01:39:54,920 and jumped to the next generation. 1757 01:39:55,016 --> 01:39:56,776 And it was fantastic. 1758 01:39:57,016 --> 01:39:59,296 It was a very powerful piece of software, 1759 01:39:59,376 --> 01:40:01,767 and a lot of the effects you see in modern-day software, 1760 01:40:01,792 --> 01:40:02,840 Photoshop and so on, 1761 01:40:02,896 --> 01:40:07,296 some of those effects appeared first on Deluxe Paint. 1762 01:40:07,376 --> 01:40:11,176 So that just became the ubiquitous piece of software 1763 01:40:11,256 --> 01:40:13,656 that we all used for creating our sprites. 1764 01:40:13,816 --> 01:40:15,576 I loved the graphics of the Amiga 1765 01:40:15,656 --> 01:40:18,296 for the games, for everything, for the graphical tools, 1766 01:40:18,376 --> 01:40:23,576 but I got very caught up in the sound. I absolutely loved the sound. 1767 01:40:55,816 --> 01:40:58,216 At the most basic level, you had sampling. 1768 01:40:58,296 --> 01:41:02,256 Before that, it had all been synthesis, albeit quite good synthesis, 1769 01:41:02,336 --> 01:41:04,056 on, say, the Commodore 64. 1770 01:41:04,136 --> 01:41:05,256 So, the Amiga was sampling. 1771 01:41:05,336 --> 01:41:10,856 And the Amiga had four sampling voices, with 8-bit resolution, 1772 01:41:10,936 --> 01:41:13,136 and a lot more memory, obviously. 1773 01:41:13,216 --> 01:41:16,856 So it opened up a new whole way of creative freedom. 1774 01:41:16,936 --> 01:41:20,056 The only other alternative to audio engineer on the Amiga 1775 01:41:20,136 --> 01:41:24,616 would be something like the Akai S900 or S950 samplers, 1776 01:41:24,696 --> 01:41:26,376 or, of course, you had the Fairlight. 1777 01:41:26,456 --> 01:41:29,496 Both of them cost thousands of pounds at the time. 1778 01:41:29,576 --> 01:41:33,296 So, to buy an Amiga, you were not only saving a lot of money, 1779 01:41:33,376 --> 01:41:38,216 it was enabling you to do things you couldn't otherwise even dream of. 1780 01:41:38,416 --> 01:41:41,347 It was really bringing professional sampling technology 1781 01:41:41,372 --> 01:41:43,360 into the hands of everyday users. 1782 01:41:49,336 --> 01:41:53,016 Whenever I bought a new CD, I would always sample it from beginning to end. 1783 01:41:53,096 --> 01:41:55,616 Whenever there was one instrument exposed... 1784 01:41:55,696 --> 01:41:59,776 "The snare drum right there is exposed. Shit, let's sample it." 1785 01:41:59,856 --> 01:42:04,217 So I would use AudioMaster to sample it, and then I would put it in Soundtracker. 1786 01:42:04,817 --> 01:42:06,937 And I would be able to use that snare drum. 1787 01:42:07,217 --> 01:42:10,177 Just like DJs use samplers and all this kind of stuff. 1788 01:42:24,057 --> 01:42:26,657 We would put drums in one of the channels, 1789 01:42:26,737 --> 01:42:29,977 the bass in another channel, the melody in the third channel, 1790 01:42:30,057 --> 01:42:33,401 and even then, you'd have a fourth channel for sprinkles 1791 01:42:33,426 --> 01:42:35,361 to enrich your arrangements. 1792 01:42:41,457 --> 01:42:44,457 You could not only sample drum sounds 1793 01:42:44,537 --> 01:42:47,617 and, essentially, any instrument that you can think of, 1794 01:42:48,057 --> 01:42:49,857 but you could also sample chords. 1795 01:42:50,337 --> 01:42:54,897 So you could enhance the four channels into more, because you would just... 1796 01:42:54,977 --> 01:42:59,297 Major chord, minor chord, and then play that over different keys, 1797 01:42:59,377 --> 01:43:04,497 and you already have something with one voice that sounds a lot bigger. 1798 01:43:13,617 --> 01:43:16,417 The Amiga sound chip was solely sample-based. 1799 01:43:16,817 --> 01:43:21,097 However, you can also sample small waveforms. 1800 01:43:21,177 --> 01:43:24,377 So, for instance, composers like David Whittaker would do this a lot. 1801 01:43:24,737 --> 01:43:29,177 They would sample a series of square waveforms with different widths to them 1802 01:43:29,257 --> 01:43:30,577 and then sequence them together. 1803 01:43:30,657 --> 01:43:33,577 And they could create quite rich synthesised sounds like that. 1804 01:43:44,497 --> 01:43:48,297 What it facilitated was not just people like Rob Hubbard, 1805 01:43:48,377 --> 01:43:50,697 who was a musician first and a programmer second, 1806 01:43:50,777 --> 01:43:52,257 and not just people like me, 1807 01:43:52,337 --> 01:43:54,777 who is a programmer first and a musician second. 1808 01:43:54,857 --> 01:43:56,817 But it allowed people who weren't programmers at all, 1809 01:43:56,897 --> 01:43:58,697 had no programming ability, 1810 01:43:58,777 --> 01:44:03,377 to use an application like a tracker to create amazing original works. 1811 01:44:03,457 --> 01:44:06,097 Soundtracker and ProTracker and NoiseTracker, 1812 01:44:06,177 --> 01:44:07,937 that series of programs, came out. 1813 01:44:08,017 --> 01:44:11,457 It enabled people who weren't really educated musicians, 1814 01:44:11,537 --> 01:44:13,977 they couldn't read notes, couldn't read sheet music, 1815 01:44:14,057 --> 01:44:15,817 enabled them to write music. 1816 01:44:16,017 --> 01:44:18,977 Because all they had to do was put the notes in patterns, 1817 01:44:19,057 --> 01:44:22,857 which they could understand so much easier than sheet music. 1818 01:44:22,937 --> 01:44:26,977 So it lowered the threshold for new people to come in and create music. 1819 01:44:27,057 --> 01:44:29,737 The Soundtracker program from Karsten Obarski 1820 01:44:29,817 --> 01:44:31,937 was a revolutionary program for me. 1821 01:44:32,257 --> 01:44:35,097 You could actually control the sound channels proper. 1822 01:44:35,177 --> 01:44:37,070 And do some tricks and hacks 1823 01:44:37,095 --> 01:44:40,881 just to make it sound bigger than it actually was. 1824 01:44:40,937 --> 01:44:45,657 Because you had frame-by-frame control of the sounds, 1825 01:44:45,737 --> 01:44:48,577 which was pretty cool in those days. 1826 01:44:52,017 --> 01:44:56,137 With Rocket Ranger, the fist fight against the Nazi guard was not a lot of fun. 1827 01:44:56,217 --> 01:45:00,097 But we had a sound guy, and he stayed up late one night 1828 01:45:00,177 --> 01:45:03,097 and recorded sounds from an old John Wayne movie, 1829 01:45:03,177 --> 01:45:05,497 digitised them and put them into the game. 1830 01:45:05,577 --> 01:45:08,097 And all of a sudden, you'd hit that Nazi guard 1831 01:45:08,177 --> 01:45:11,337 and you would hear something that sounded like a John Wayne movie. 1832 01:45:11,417 --> 01:45:12,857 And it felt like you were in the movie. 1833 01:45:12,937 --> 01:45:17,017 The sound effect made that whole sequence so much more fun to play. 1834 01:45:21,617 --> 01:45:25,337 I think this was probably one of the key moments 1835 01:45:25,417 --> 01:45:30,417 when the music started to really lean in as a part of the valuable content. 1836 01:45:30,497 --> 01:45:33,897 Now, music in previous games, I'm not, by any means, saying wasn't good. 1837 01:45:33,977 --> 01:45:36,817 I used to love a lot of Commodore 64 music. 1838 01:45:36,897 --> 01:45:40,897 But what I'm saying is, on the hardware level, it just became a point where, 1839 01:45:40,977 --> 01:45:44,617 "We've got to really put a lot of attention on the music as well." 1840 01:45:44,697 --> 01:45:45,937 I remember Starglider. 1841 01:45:46,017 --> 01:45:47,257 Starglider 1842 01:45:47,337 --> 01:45:48,777 Yeah, we're singing now, aren't we? 1843 01:45:48,977 --> 01:45:52,897 Starglider 1844 01:45:54,657 --> 01:45:57,017 I remember Starglider having that sample, 1845 01:45:57,137 --> 01:46:00,497 which actually used a huge amount of memory, but just for that one thing. 1846 01:46:00,577 --> 01:46:02,977 But it was very cool, very impactful at the time. 1847 01:46:03,057 --> 01:46:05,817 By Rainbird 1848 01:46:05,897 --> 01:46:09,977 Here's just another example of the extra memory and the faster processing power, 1849 01:46:10,057 --> 01:46:14,417 just allows you to make quite a leap up in the quality of what you're doing. 1850 01:46:14,497 --> 01:46:20,017 It was amazing. To us, it sounded full, powerful, varied. 1851 01:46:20,097 --> 01:46:22,417 You could do all sorts of sounds. 1852 01:46:22,497 --> 01:46:25,857 From the techno music, blippity-blop stuff, 1853 01:46:25,937 --> 01:46:29,377 to full arrangements, sampled guitars, everything. 1854 01:46:29,457 --> 01:46:30,777 It was amazing. 1855 01:46:30,857 --> 01:46:35,417 And so, it was an introduction into the world of sampling. 1856 01:46:35,497 --> 01:46:40,257 And I think that's really something that Amiga can take a lot of credit for. 1857 01:46:40,337 --> 01:46:45,577 The sampling phenomenon really, for me at least, started with the Amiga. 1858 01:46:45,657 --> 01:46:50,258 For me, it was the dream of realising my music 1859 01:46:50,338 --> 01:46:53,138 in the way I had it in my head. 1860 01:46:53,698 --> 01:46:57,178 That was possible finally with the Commodore Amiga. 1861 01:47:12,978 --> 01:47:17,338 One of the interesting developments from launching the Amiga 1862 01:47:17,418 --> 01:47:22,098 and all the marketing activities that we did was the growth in the pirate market. 1863 01:47:22,178 --> 01:47:24,258 Well, piracy, of course, was a major problem, 1864 01:47:24,338 --> 01:47:26,658 and it's what drove me out of the Commodore 64 market 1865 01:47:26,738 --> 01:47:28,978 and into the Amiga, initially. 1866 01:47:29,338 --> 01:47:32,258 And then became very widespread on the Amiga. 1867 01:47:32,338 --> 01:47:36,098 In Germany, software piracy, 1868 01:47:36,178 --> 01:47:38,578 was rampant, absolutely rampant. 1869 01:47:38,658 --> 01:47:41,298 And I don't know why, but it's quite the phenomenon 1870 01:47:41,378 --> 01:47:43,341 that Germans and, I believe, 1871 01:47:43,366 --> 01:47:47,082 Scandinavians tend to not want to buy software. 1872 01:47:47,498 --> 01:47:49,498 And I never understood why. 1873 01:47:49,898 --> 01:47:54,738 So that means I got into pirated games, pretty big time. 1874 01:47:54,818 --> 01:47:59,618 The people who were a bit more clever, not only pirated games, 1875 01:47:59,698 --> 01:48:04,498 but they also programmed delicious graphical and sound intros. 1876 01:48:04,578 --> 01:48:09,098 The cracktros, originally, were this rebellious way of proving 1877 01:48:09,178 --> 01:48:10,498 how good you were at programming 1878 01:48:10,578 --> 01:48:13,018 and how good you were at making cool effects. 1879 01:48:13,098 --> 01:48:17,218 Which you then put right in front of your newest pirated game. 1880 01:48:18,218 --> 01:48:21,338 So, that's how pretty much everybody in Europe started out. 1881 01:48:24,658 --> 01:48:28,018 This is going to be a very, very big hit. 1882 01:48:28,098 --> 01:48:30,778 I think they did it mostly just because they could, 1883 01:48:30,858 --> 01:48:33,978 as a challenge to themselves and to the other hackers that, 1884 01:48:34,058 --> 01:48:35,938 "Who can do this first? And who can do it right?" 1885 01:48:36,018 --> 01:48:38,978 They used the Amiga a lot more 1886 01:48:39,058 --> 01:48:43,138 and much more interestingly than the games that then followed 1887 01:48:43,218 --> 01:48:47,018 after you clicked the left mouse button and the actual game loaded. 1888 01:48:47,098 --> 01:48:51,378 And eventually it developed into this competitive, creative demo scene, 1889 01:48:51,458 --> 01:48:54,298 where people were actually just saying "Screw the games. 1890 01:48:54,378 --> 01:48:57,058 "We just want to make cool effects and cool visuals." 1891 01:49:31,418 --> 01:49:33,338 Talking away 1892 01:49:34,218 --> 01:49:36,618 I don't know what I'm to say 1893 01:49:36,698 --> 01:49:39,378 I'll say it anyway 1894 01:49:39,658 --> 01:49:43,018 Today's another day to find you 1895 01:49:43,098 --> 01:49:45,818 Shying away 1896 01:49:45,898 --> 01:49:48,458 I'll be coming for your love, OK? 1897 01:49:48,538 --> 01:49:52,658 Take on me 1898 01:49:52,738 --> 01:49:54,138 Take on me 1899 01:49:54,218 --> 01:49:58,378 Take me on 1900 01:49:58,458 --> 01:49:59,698 Take on me 1901 01:49:59,778 --> 01:50:04,058 I'll be gone 1902 01:50:04,138 --> 01:50:06,898 In a day or two 1903 01:50:06,978 --> 01:50:09,778 They just did amazing things with the technology. 1904 01:50:09,858 --> 01:50:11,298 Some of the demos, 1905 01:50:11,378 --> 01:50:15,658 where you'd have spinning 3D objects and incredible artwork in them, 1906 01:50:15,738 --> 01:50:19,498 is just an excellent creation that these programmers were making. 1907 01:50:22,778 --> 01:50:27,698 The roots of the demo scene was in hundreds of thousands of bedrooms 1908 01:50:28,018 --> 01:50:31,658 and the guys sitting on their computers, making stuff. 1909 01:50:31,738 --> 01:50:34,458 And it was a wonderful thing unlike the later video games consoles 1910 01:50:34,538 --> 01:50:37,098 that you could program them yourself at home. 1911 01:50:37,178 --> 01:50:38,538 So it really encouraged creativity. 1912 01:50:38,618 --> 01:50:40,818 Now, whether you were inspired 1913 01:50:40,898 --> 01:50:44,218 to try and make a demo that was a bit like another demo you'd seen, 1914 01:50:44,298 --> 01:50:46,618 or make a game that was a bit like a game you'd seen, 1915 01:50:46,698 --> 01:50:48,338 it didn't really make a lot of difference. 1916 01:50:48,418 --> 01:50:51,458 It was the fact that it was possible for you to do it yourself 1917 01:50:51,538 --> 01:50:53,818 and you had this source of inspiration all around. 1918 01:50:53,898 --> 01:50:56,738 These guys out in Finland and Norway and these guys in Scandinavia 1919 01:50:56,818 --> 01:51:00,538 are doing these insane demos that I think were really, really pushing the envelope 1920 01:51:00,618 --> 01:51:02,658 of what the Amiga was capable of. 1921 01:51:02,738 --> 01:51:06,538 I quite often saw the Fred Fish disks. 1922 01:51:06,618 --> 01:51:07,924 They weren't so much demos, 1923 01:51:07,949 --> 01:51:11,042 they were more utilities and tools and all the rest of it, 1924 01:51:11,098 --> 01:51:13,418 which he used to build things and they were great. 1925 01:51:13,498 --> 01:51:17,018 They were fantastic for learning more about the Amiga and coding 1926 01:51:17,098 --> 01:51:18,898 and other things that you could do 1927 01:51:18,978 --> 01:51:22,698 and other aspects to the actual computer itself. 1928 01:51:22,778 --> 01:51:25,834 Whereas, I think in Europe there was more of a clamour 1929 01:51:25,859 --> 01:51:27,802 for the demos and the graphics 1930 01:51:27,858 --> 01:51:29,978 and the audio, really, and the entertainment side of it. 1931 01:51:30,418 --> 01:51:33,098 We had public domain software. 1932 01:51:33,178 --> 01:51:34,618 That was just distributed by disk. 1933 01:51:34,698 --> 01:51:37,539 We didn't have the World Wide Web. We didn't have any of that sort of thing. 1934 01:51:37,619 --> 01:51:41,939 So, it was literally people just buying it via mail order and getting them home. 1935 01:51:42,179 --> 01:51:46,139 The first time you ever see a picture that you've done and submitted it, 1936 01:51:46,219 --> 01:51:48,619 and seeing it in a gallery, in a magazine, 1937 01:51:48,699 --> 01:51:51,539 that was just my proudest day. 1938 01:51:51,619 --> 01:51:52,819 So I just kept on doing it. 1939 01:51:52,899 --> 01:51:54,739 I couldn't get it out there enough. 1940 01:51:55,739 --> 01:52:00,179 I guess that just got noticed and started getting people asking 1941 01:52:00,259 --> 01:52:03,379 if I could do pictures for their whatever. 1942 01:52:03,459 --> 01:52:04,241 And, in all frankness, 1943 01:52:04,266 --> 01:52:06,363 I didn't even know what the demo scene was back then. 1944 01:52:06,619 --> 01:52:08,939 The demo scene was a place to be creative. 1945 01:52:09,139 --> 01:52:11,259 There was just that. 1946 01:52:11,339 --> 01:52:13,499 Creativity, that's what it was all about. 1947 01:52:13,579 --> 01:52:16,299 There's was no, "But we have to finish this game," 1948 01:52:16,379 --> 01:52:20,779 or, "This music has to fit this scene in a movie," 1949 01:52:20,859 --> 01:52:23,539 or, "It has to fit that scene in a TV show," 1950 01:52:23,619 --> 01:52:25,499 or, "It has to fit this scene in a game." 1951 01:52:26,059 --> 01:52:27,739 It was whatever we wanted it to be. 1952 01:52:27,819 --> 01:52:32,299 The first demo, I was very much just proving myself as a programmer 1953 01:52:32,379 --> 01:52:37,099 and trying to make a first demo that was really well constructed. 1954 01:52:37,179 --> 01:52:39,824 I suppose one way to look at it is it's much like graffiti art, 1955 01:52:39,849 --> 01:52:40,923 quality graffiti art. 1956 01:52:40,979 --> 01:52:43,419 That, to me, is what it is for the games industry. 1957 01:52:43,499 --> 01:52:46,659 That is like the graffiti artists, but they're using demos. 1958 01:52:46,739 --> 01:52:48,979 It was absolutely stunning. It was breathtaking, 1959 01:52:49,059 --> 01:52:50,739 some of the stuff they would come out with. 1960 01:52:50,819 --> 01:52:53,102 And yet, a lot of them weren't that bothered 1961 01:52:53,127 --> 01:52:55,003 about being commercially successful. 1962 01:52:55,059 --> 01:52:57,499 They wouldn't want to turn it into a game. 1963 01:52:58,059 --> 01:53:02,459 They just wanted to be known by a funny name with an avatar or something 1964 01:53:02,539 --> 01:53:04,459 and be famous for doing that demo. 1965 01:53:04,859 --> 01:53:06,859 We called ourselves IFF, 1966 01:53:06,939 --> 01:53:10,499 which was supposed to be short for International Fart Federation. 1967 01:53:11,619 --> 01:53:14,659 We dropped that name after maybe half a year 1968 01:53:14,739 --> 01:53:18,539 and decided to call us Crusaders instead, after a bit of a vote. 1969 01:53:18,619 --> 01:53:22,459 One of the big things about the demo scene versus games is that 1970 01:53:22,539 --> 01:53:27,379 creating a demo certainly didn't have the complexities and difficulties 1971 01:53:27,459 --> 01:53:29,446 of actually building a game that had to stand there 1972 01:53:29,471 --> 01:53:30,883 and not crash and anything else. 1973 01:53:31,339 --> 01:53:33,219 Most demos don't have AI, 1974 01:53:33,299 --> 01:53:36,619 they don't have considerations about frameworks for the player 1975 01:53:36,699 --> 01:53:38,139 and everything else. 1976 01:53:38,219 --> 01:53:40,631 So, it's a completely different thing that you're building 1977 01:53:40,656 --> 01:53:41,963 when you're building a demo 1978 01:53:42,019 --> 01:53:44,019 and you're building a game. 1979 01:53:44,099 --> 01:53:46,099 And, you know, you have the luxury of irresponsibility. 1980 01:53:46,179 --> 01:53:48,299 They were all great sales pieces for the Amiga. 1981 01:53:48,379 --> 01:53:51,459 If you had friends come over, they wanted to see your Amiga, 1982 01:53:51,539 --> 01:53:52,819 you would often not show them the games, 1983 01:53:52,899 --> 01:53:54,659 or not as much as you would show them the demos. 1984 01:53:55,019 --> 01:53:57,459 Because they are of course completely unencumbered by having to build 1985 01:53:57,539 --> 01:53:59,979 any kind of game or gameplay, 1986 01:54:00,059 --> 01:54:05,419 they could just go crazy with ray tracing graphics and raster-based graphics 1987 01:54:05,499 --> 01:54:06,659 that they were able to create. 1988 01:54:06,979 --> 01:54:09,259 I remember the famous scrolling messages 1989 01:54:09,284 --> 01:54:11,563 that were constant shout outs to 1990 01:54:11,619 --> 01:54:15,179 various other cracking crews around Scandinavia and Europe. 1991 01:54:15,259 --> 01:54:17,699 It was, "Hey, we send our regards 1992 01:54:17,779 --> 01:54:21,739 "to these guys, these crews, or these groups that we like." 1993 01:54:22,219 --> 01:54:24,259 Because we exchange stuff with them or get demos with them. 1994 01:54:24,339 --> 01:54:28,739 And we said hey to these guys, which made no sense at the time, really, 1995 01:54:28,819 --> 01:54:30,139 or now, when you look at it. 1996 01:54:30,339 --> 01:54:36,499 People would poke fun at each other, but it was never anything serious. 1997 01:54:36,619 --> 01:54:42,619 It was all done in the spirit of the demo scene, is how I like to put it. 1998 01:54:42,699 --> 01:54:47,299 The first demo I remember is, at no surprise, is the Sodan demo, 1999 01:54:48,059 --> 01:54:50,506 which kind of showed a lot of Amiga features 2000 01:54:50,531 --> 01:54:52,923 like dual-playfield and everything that was 2001 01:54:52,979 --> 01:54:55,819 going on in that demo and drawing lines, 3D graphics, 2002 01:54:55,899 --> 01:54:57,899 and it kind of blew me away that they could do it, 2003 01:54:57,979 --> 01:55:00,219 because I hadn't got that far at that point, 2004 01:55:00,299 --> 01:55:03,939 and it just got me even more interested and wanted to learn more about 2005 01:55:04,019 --> 01:55:06,779 the Amiga chipset, so I could do those things as well. 2006 01:55:07,139 --> 01:55:12,259 Kefrens and the Rebels, that made some demos that inspired me. 2007 01:55:12,739 --> 01:55:16,539 Later on it would be Scoopex and it would be Red Sector 2008 01:55:16,619 --> 01:55:20,179 and also, especially, Phenomena from Sweden. 2009 01:55:20,699 --> 01:55:25,099 They had some amazing programmers and especially musicians. 2010 01:55:25,419 --> 01:55:30,859 The guys from Crionics, working with The Silents, Denmark, 2011 01:55:31,099 --> 01:55:35,379 on Hardwired, which was also one of those demos that once it got put up 2012 01:55:35,459 --> 01:55:41,019 kind of moved the bar to a whole different level for what people 2013 01:55:41,099 --> 01:55:43,219 now expected a demo to be. 2014 01:55:44,099 --> 01:55:48,459 The Budbrain Megademos, they were great because they were very funny. 2015 01:55:48,819 --> 01:55:51,539 And there was a little bit of a story to it as well. 2016 01:56:01,739 --> 01:56:02,739 Yo, check this out. 2017 01:56:11,139 --> 01:56:15,019 You know, my favourite demo of all time is Mental Hangover by Scoopex. 2018 01:56:17,259 --> 01:56:21,699 You know, it was talking all about drinking and being hungover, 2019 01:56:21,779 --> 01:56:24,459 and it had so much attitude, you know? 2020 01:56:24,539 --> 01:56:28,460 We were kids, and we expressed what we felt. 2021 01:56:28,540 --> 01:56:30,540 And that's what we were feeling at the time. 2022 01:56:30,620 --> 01:56:32,820 We weren't feeling, "Let's go make some money." 2023 01:56:32,900 --> 01:56:38,220 It was more about party or trying to out-program each other. 2024 01:56:38,580 --> 01:56:43,740 The demos gave me freedom to actually explore any side of myself, in composing. 2025 01:56:43,820 --> 01:56:47,820 Because you didn't have any strict guidelines to hold on to. 2026 01:56:47,900 --> 01:56:52,460 It was actually a great time to learn, you know, and explore yourself. 2027 01:56:58,020 --> 01:57:00,245 I was really excited about doing music 2028 01:57:00,270 --> 01:57:02,724 that somebody wanted to use for something. 2029 01:57:02,780 --> 01:57:06,820 One this is to make a cool-sounding music track, 2030 01:57:06,900 --> 01:57:11,140 but then to have that music track put to some visual effects, 2031 01:57:11,220 --> 01:57:13,500 it makes the music sound a lot cooler as well. 2032 01:57:13,980 --> 01:57:16,020 And it makes the visual effects look better 2033 01:57:16,045 --> 01:57:18,084 when you add some cool music to go with it. 2034 01:57:18,140 --> 01:57:20,860 So it's like they enrich each other. 2035 01:57:26,020 --> 01:57:28,780 You could say that there is a music style 2036 01:57:28,860 --> 01:57:31,380 that kind of is a demo-scene music style. 2037 01:57:31,580 --> 01:57:34,420 I have not really explored that scene much. 2038 01:57:34,500 --> 01:57:39,580 I was more interested in trying to see how far I could push music 2039 01:57:39,660 --> 01:57:42,420 and mood, and to what extremes I could push it. 2040 01:57:42,500 --> 01:57:49,420 And I think that's what I take out and take with me to this day 2041 01:57:49,500 --> 01:57:54,340 try to create something you haven't necessarily heard or try to innovate. 2042 01:57:54,420 --> 01:57:56,500 And do it as best I can. 2043 01:57:58,100 --> 01:57:59,820 Take four red capsules. 2044 01:57:59,900 --> 01:58:01,820 In 10 minutes, take two more. 2045 01:58:03,340 --> 01:58:06,820 The next step for me was something called the demo party. 2046 01:58:07,300 --> 01:58:10,100 It was also called the copy party, 2047 01:58:10,180 --> 01:58:13,260 because people went there to share demos and share stuff that they had, 2048 01:58:13,340 --> 01:58:16,300 and also, let's be honest, 2049 01:58:16,380 --> 01:58:17,540 they went to copy games. 2050 01:58:17,620 --> 01:58:20,900 You basically rented a classroom or two in schools to... 2051 01:58:20,980 --> 01:58:24,300 And it evolved from there, really, it got bigger and bigger, obviously, 2052 01:58:24,740 --> 01:58:25,940 but at that time, that was it, 2053 01:58:25,965 --> 01:58:27,964 and it was just Commodore Amigas everywhere. 2054 01:58:28,660 --> 01:58:34,420 The smell, the pungent smell, almost like a mist in there. 2055 01:58:34,900 --> 01:58:39,380 It was like sweat and agony, and it's just rows of computers everywhere. 2056 01:58:39,460 --> 01:58:41,064 We'd bring our sleeping bags 2057 01:58:41,089 --> 01:58:44,524 and stay over maybe something like Saturday to Sunday. 2058 01:58:44,780 --> 01:58:46,580 There would be hundreds of people there. 2059 01:58:46,660 --> 01:58:49,700 All swapping disks, copying each other's stuff. 2060 01:58:49,860 --> 01:58:54,180 This was a way for people that have been sending disks 2061 01:58:54,340 --> 01:58:56,900 and stuff like that to actually meet in person. 2062 01:58:57,260 --> 01:58:59,940 And hang out, create stuff together. 2063 01:59:00,260 --> 01:59:03,540 I remember the very first demo party that we went to. 2064 01:59:03,620 --> 01:59:05,220 We called it a copy party at the time. 2065 01:59:05,300 --> 01:59:09,940 There were, I don't know, 300, 400, 500 youths in a school. 2066 01:59:10,980 --> 01:59:14,580 And police showed up and there was total panic, 2067 01:59:14,660 --> 01:59:16,220 there were people jumping out windows. 2068 01:59:16,700 --> 01:59:18,140 Throwing disks out windows. 2069 01:59:18,780 --> 01:59:21,180 Crashing floppy disks with their feet. 2070 01:59:21,260 --> 01:59:23,820 Trying to destroy evidence of copying and stuff. 2071 01:59:23,940 --> 01:59:28,140 We were at one of my parties. Suddenly the cops... Two cops show up. 2072 01:59:28,780 --> 01:59:33,140 And they say, "We hear you guys have cracked games here and stuff". 2073 01:59:33,300 --> 01:59:35,820 And you know, the latest games and stuff like that. 2074 01:59:35,900 --> 01:59:37,980 We're like, "It might be possible." 2075 01:59:38,500 --> 01:59:42,460 They said, "So if I give you five disks, can you put some of the latest games 2076 01:59:42,540 --> 01:59:44,220 "on there for me?" 2077 01:59:44,300 --> 01:59:46,740 I go, "I don't know, sure." 2078 01:59:46,900 --> 01:59:50,260 So the cop hands me a pack of disks 2079 01:59:50,420 --> 01:59:52,100 and says, "I'll be back in two hours. 2080 01:59:52,180 --> 01:59:55,140 "I would be grateful if you had some of the latest games for my son on them." 2081 01:59:55,940 --> 01:59:58,180 Police still came and closed down a lot of these parties. 2082 01:59:58,260 --> 02:00:00,900 What can you do, you know? 2083 02:00:01,020 --> 02:00:06,180 But that was the nature of it, there was something a little bit 2084 02:00:06,540 --> 02:00:09,180 crazy about it, and we weren't supposed to do it, 2085 02:00:09,340 --> 02:00:12,540 and we were often told that these things could be shut down 2086 02:00:12,620 --> 02:00:15,820 by the police, and you know, don't worry, just if it happens, it happens. 2087 02:00:16,060 --> 02:00:19,660 Somebody took a dump in some other guy's sleeping bag. 2088 02:00:19,740 --> 02:00:22,100 He got scrubbed down. Oh, my God. 2089 02:00:29,300 --> 02:00:32,580 There was definitely a big competitive aspect to the demo scene. 2090 02:00:32,660 --> 02:00:36,340 I mean, the demo parties always had a demo competition at the very end of it. 2091 02:00:36,780 --> 02:00:39,540 Where people showed off the latest stuff that they'd been working on 2092 02:00:39,620 --> 02:00:40,620 for months. 2093 02:00:40,700 --> 02:00:44,860 Being number one, being most revered was very much sought after. 2094 02:00:44,940 --> 02:00:47,500 Every group wanted to be number one. 2095 02:00:47,660 --> 02:00:50,940 People would fill in a voting form, send it to an address, 2096 02:00:51,020 --> 02:00:53,540 all of the information was collated. 2097 02:00:53,620 --> 02:00:56,460 And the results were published in the form of a demo 2098 02:00:56,780 --> 02:01:00,700 every month or two months, and this was called the Crusaders Eurochart. 2099 02:01:01,100 --> 02:01:02,620 This was the spirit of the demo scene. 2100 02:01:02,700 --> 02:01:05,500 Always trying to outdo each other, always trying to innovate. 2101 02:01:05,700 --> 02:01:06,700 Always trying to push things forward. 2102 02:01:06,900 --> 02:01:09,820 The technical achievements these guys could accomplish 2103 02:01:09,900 --> 02:01:11,980 were like, "How do they do that?" 2104 02:01:12,060 --> 02:01:13,591 Because we're developers, 2105 02:01:13,616 --> 02:01:17,165 and how do we incorporate those effects into a game? 2106 02:01:17,261 --> 02:01:18,781 Can we use those effects in a game? 2107 02:01:18,861 --> 02:01:21,221 So I think there was an element of experimentation 2108 02:01:21,341 --> 02:01:23,501 that these guys did to push the hardware. 2109 02:01:23,861 --> 02:01:25,781 To show other people what you could do. 2110 02:01:27,141 --> 02:01:31,101 I think the games industry was improved by the demo scene 2111 02:01:31,181 --> 02:01:33,901 for the simple reason that you did see a lot of effects, 2112 02:01:33,981 --> 02:01:36,181 and you see a lot of techniques 2113 02:01:36,261 --> 02:01:40,461 that you probably wouldn't have come up with unless you got inspired 2114 02:01:40,541 --> 02:01:41,541 from someone else doing it. 2115 02:01:42,061 --> 02:01:47,461 It's an interesting point to go back and think about that era 2116 02:01:47,541 --> 02:01:49,581 in gaming history, that Amiga era. 2117 02:01:49,661 --> 02:01:52,341 In that it did feel very, very provincial. 2118 02:01:52,821 --> 02:01:56,381 And there was a very big difference between what was happening in the UK 2119 02:01:56,461 --> 02:02:00,061 and in Europe, and what was happening over in the USA. 2120 02:02:00,141 --> 02:02:02,901 And by the time we had transitioned on to the Amiga, 2121 02:02:02,981 --> 02:02:05,701 America had really become much more interested 2122 02:02:05,781 --> 02:02:07,421 in the Super Nintendo, 2123 02:02:07,501 --> 02:02:09,661 and the Sega Mega Drive. 2124 02:02:09,741 --> 02:02:11,261 Talk to an American and ask them, 2125 02:02:11,341 --> 02:02:13,501 "What do you remember about the 16-bit era?" 2126 02:02:13,781 --> 02:02:15,661 And they will say, "I remember the Sega Genesis," 2127 02:02:15,741 --> 02:02:17,301 "I remember the Super Nintendo." 2128 02:02:17,381 --> 02:02:20,581 If you ask a Brit what they remember of the 16-bit era, 2129 02:02:20,661 --> 02:02:24,101 they will talk to you about the Commodore Amiga, and the Atari ST. 2130 02:02:24,181 --> 02:02:28,101 So we had these two completely different versions of the 16-bit era 2131 02:02:28,181 --> 02:02:29,581 on either side of the Atlantic. 2132 02:02:29,701 --> 02:02:33,621 And that's part of why, I think so many of us, especially in Europe and in the UK 2133 02:02:33,701 --> 02:02:36,141 romanticise the Amiga generation. 2134 02:02:36,261 --> 02:02:40,061 It's because it was the last time that the games and the community 2135 02:02:40,141 --> 02:02:42,181 felt unique to us. 2136 02:02:42,261 --> 02:02:45,261 Before the global explosion of gaming popularity 2137 02:02:45,341 --> 02:02:46,701 kind of brought everyone into the mix. 2138 02:03:14,061 --> 02:03:16,181 When the Amiga 1000 came out... 2139 02:03:17,541 --> 02:03:19,421 Let me put it this way, 2140 02:03:20,861 --> 02:03:26,061 that's about the biggest surprise I have every had in my entire career 2141 02:03:26,421 --> 02:03:28,101 in one single system. 2142 02:03:28,181 --> 02:03:30,621 It changed so many things all at once. 2143 02:03:30,701 --> 02:03:34,061 I mean, and you ask somebody else, they give you the same answer, 2144 02:03:34,141 --> 02:03:36,901 and give you five other different examples. 2145 02:03:51,781 --> 02:03:54,743 I think it's quite simple why people remember 2146 02:03:54,768 --> 02:03:57,085 the Amiga so fondly even today. 2147 02:03:57,141 --> 02:03:58,621 It's because it was revolutionary. 2148 02:03:59,181 --> 02:04:02,061 When it came out, there was nothing like it. 2149 02:04:02,181 --> 02:04:05,781 It wasn't a small step for the computer generation, 2150 02:04:05,861 --> 02:04:07,421 it was a massive step. 2151 02:04:07,541 --> 02:04:08,901 This was the last machine 2152 02:04:10,381 --> 02:04:13,021 which had complicated hardware, but it was understandable. 2153 02:04:13,101 --> 02:04:14,848 And it was documented to a level 2154 02:04:14,873 --> 02:04:17,765 where you could get down to the individual bits 2155 02:04:17,821 --> 02:04:19,901 of hardware, you could know everything about 2156 02:04:19,981 --> 02:04:21,781 that machine. 2157 02:04:21,861 --> 02:04:24,461 And it trained a whole generation of people, 2158 02:04:24,541 --> 02:04:27,901 I mean, I don't think the entire computer industry would have evolved 2159 02:04:27,981 --> 02:04:29,941 in quite the way, because people who grew up with that 2160 02:04:30,021 --> 02:04:32,181 went on to do all the stuff that is being done now. 2161 02:04:32,261 --> 02:04:34,101 The Amiga was the last... 2162 02:04:34,181 --> 02:04:38,101 The last time that you could just really experiment and play around. 2163 02:04:38,181 --> 02:04:39,341 There were no real barriers. 2164 02:04:39,421 --> 02:04:44,581 And also the hardware itself, as I've already spoken quite lovingly of, 2165 02:04:44,941 --> 02:04:48,581 was so flexible that it allowed real experimentation, 2166 02:04:48,661 --> 02:04:52,381 and experimentation, actually, that I'm not even sure the designers of the machine 2167 02:04:52,461 --> 02:04:53,461 had planned. 2168 02:04:53,861 --> 02:04:56,661 So you have the feeling of empowerment. 2169 02:04:57,101 --> 02:05:02,301 To be able to do great things with just that computer in front of you. 2170 02:05:02,381 --> 02:05:07,501 The first platform that allowed people that were creative to get out 2171 02:05:07,581 --> 02:05:10,061 into the masses, and I just enjoyed being a part of that. 2172 02:05:10,381 --> 02:05:12,781 The first time I saw Jim Sachs' work, 2173 02:05:12,901 --> 02:05:16,621 I understood, immediately, what the leap was. 2174 02:05:16,701 --> 02:05:20,301 The Amiga enabled that entire revolution. 2175 02:05:20,421 --> 02:05:24,621 Not just graphically, but in the way you could effectively tell a story, 2176 02:05:24,701 --> 02:05:26,821 and change the gaming experience. 2177 02:05:26,941 --> 02:05:30,821 From one of just arcade quality, to something a little more substantial. 2178 02:05:30,901 --> 02:05:34,061 Some of those early games, and some of the immersive storytelling 2179 02:05:34,141 --> 02:05:35,421 that we were able to do 2180 02:05:35,501 --> 02:05:38,821 in some of those early games, I think the repercussions of that, 2181 02:05:38,901 --> 02:05:42,501 the echoes of that are still being heard, and felt today 2182 02:05:42,581 --> 02:05:44,301 in games that are coming out now. 2183 02:05:44,421 --> 02:05:47,061 When people ask me why I am still working in games... 2184 02:05:49,021 --> 02:05:52,261 It's that collaborative development environment that you get 2185 02:05:52,341 --> 02:05:55,501 where you're working with artists, coders, musicians, designers. 2186 02:05:55,581 --> 02:05:59,341 All in the same kind of framework, and you're creating something together 2187 02:05:59,421 --> 02:06:02,382 that none of you as individuals could create. 2188 02:06:02,462 --> 02:06:05,142 And it's probably the Amiga that was the first 2189 02:06:05,222 --> 02:06:07,542 moment that happened in my experience. 2190 02:06:07,942 --> 02:06:10,822 But once you got to the Amiga, you could start to sell a game 2191 02:06:10,902 --> 02:06:12,502 on, "Look at these graphics." 2192 02:06:12,582 --> 02:06:17,142 And actually, the games industry has spent the last 20 plus years 2193 02:06:17,222 --> 02:06:20,022 selling games in the same sort of way. 2194 02:06:20,462 --> 02:06:23,822 The Amiga opened doors... 2195 02:06:25,622 --> 02:06:28,622 ...for professionals 2196 02:06:29,862 --> 02:06:33,822 and professions in a way that I don't think any other machine 2197 02:06:33,902 --> 02:06:35,902 has been able to emulate. 2198 02:06:36,662 --> 02:06:41,342 First it allowed the progression from assembly language to C programming. 2199 02:06:41,422 --> 02:06:44,422 So programmers could afford to be more high level, 2200 02:06:44,782 --> 02:06:48,662 and therefore, not nearly so skilled on low level assembler. 2201 02:06:49,782 --> 02:06:54,022 The second thing it facilitated was the entry of artists. 2202 02:06:54,102 --> 02:06:58,342 Whose primary focus was art and not the creation of pixels. 2203 02:06:58,422 --> 02:07:02,302 And the third stream of people it brought in 2204 02:07:02,382 --> 02:07:04,422 was musicians and composers. 2205 02:07:04,502 --> 02:07:07,873 People who could now create music on a machine 2206 02:07:07,898 --> 02:07:10,766 that would more faithfully than not 2207 02:07:10,822 --> 02:07:13,622 allow them to realise their efforts. 2208 02:07:13,862 --> 02:07:17,302 And we moved from a hobbyist industry 2209 02:07:17,382 --> 02:07:20,502 to very much an industry capable of professionalism. 2210 02:07:20,742 --> 02:07:24,022 I think that everybody of my generation who was from Europe 2211 02:07:24,102 --> 02:07:26,622 and who is in the games industry nowadays, 2212 02:07:26,702 --> 02:07:29,542 I would bet that they came in via the Amiga. 2213 02:07:29,622 --> 02:07:33,622 Maybe initially, shortly, briefly, the C64, 2214 02:07:33,782 --> 02:07:34,902 and the Atari ST, 2215 02:07:35,022 --> 02:07:37,542 but all of us moved on to the Amiga very quickly, 2216 02:07:37,622 --> 02:07:39,062 and that's where everybody flourished. 2217 02:07:39,142 --> 02:07:42,822 So it's absolutely crucial, and you can ask all around the world. 2218 02:07:43,222 --> 02:07:45,502 In Japan, people would have come via the consoles, 2219 02:07:45,582 --> 02:07:47,542 a little bit also here in the US, 2220 02:07:47,622 --> 02:07:50,822 and the PC of course got strong very quickly in the US. 2221 02:07:50,942 --> 02:07:54,902 But all of Europe, the game industry veterans of today 2222 02:07:54,982 --> 02:07:56,702 have to thank the Amiga tremendously. 2223 02:07:57,182 --> 02:08:00,382 I think it was a fundamental building block for the modern games industry. 2224 02:08:00,502 --> 02:08:04,502 I think it was a point at which everybody realised games could be 2225 02:08:04,582 --> 02:08:08,582 the massive business that they are now, worth countless billions. 2226 02:08:08,662 --> 02:08:13,222 And I think it was wonderful to be involved at the very early stages. 2227 02:08:13,302 --> 02:08:18,182 We had no clue whatsoever that the industry would get as big as it is now. 2228 02:08:18,262 --> 02:08:20,222 It was more than a games machine. 2229 02:08:20,302 --> 02:08:24,382 It was more than a computer, it was many things for many people. 2230 02:08:24,462 --> 02:08:27,942 That's what made it special, I think. You know? 2231 02:08:28,022 --> 02:08:33,102 So, it was special for us because we could really show off our talents. 2232 02:08:33,182 --> 02:08:36,702 And, like I said, it was special for people 2233 02:08:36,782 --> 02:08:39,502 because they could do amazing things with it, you know, 2234 02:08:39,582 --> 02:08:42,982 in terms of music, visuals, video editing. 2235 02:08:44,342 --> 02:08:47,342 That's the main reason, I reckon. 2236 02:08:47,422 --> 02:08:53,022 It touched many different people from many walks of lives. 2237 02:08:53,102 --> 02:08:54,902 We knew it was a great graphics machine. 2238 02:08:54,982 --> 02:08:58,622 But we never saw the entire desktop revolution coming. 2239 02:08:58,702 --> 02:09:03,262 We didn't realise that the Amiga was going to be the device 2240 02:09:03,342 --> 02:09:07,302 that was powerful enough to create this new industry. 2241 02:09:07,382 --> 02:09:13,062 These days, no one thinks twice about editing video on their home computer, 2242 02:09:13,142 --> 02:09:14,582 but it was radical then, 2243 02:09:14,662 --> 02:09:17,342 it was the first machine that allowed that kind of capability. 2244 02:09:17,422 --> 02:09:21,902 And the Amiga was designed so they put out very good video quality 2245 02:09:21,982 --> 02:09:24,782 compared to all the other computers that were in the market in terms of 2246 02:09:24,902 --> 02:09:28,502 the NTSC television signal that came out of the Amiga 2247 02:09:28,582 --> 02:09:31,902 was very close to being right on the spec. 2248 02:09:31,982 --> 02:09:35,622 So it allowed you to then record that onto videotape 2249 02:09:35,702 --> 02:09:37,462 or to put it out over the air, 2250 02:09:37,542 --> 02:09:38,902 whatever you wanted to do with it. 2251 02:09:38,982 --> 02:09:42,222 And that was right out of the Amiga without any special equipment. 2252 02:09:42,302 --> 02:09:45,382 A lot of people use that even without Video Toaster. 2253 02:09:45,462 --> 02:09:49,222 They used their Amigas for creating video and creating audio. 2254 02:09:49,462 --> 02:09:51,822 As we speak, 2255 02:09:51,902 --> 02:09:57,102 a paradigm shift of equal magnitude has grabbed the world of video. 2256 02:09:57,182 --> 02:09:59,142 A paradigm shift. 2257 02:09:59,222 --> 02:10:02,302 And the force behind the shift, 2258 02:10:02,382 --> 02:10:06,182 we at NewTek call the Video Toaster. 2259 02:10:06,262 --> 02:10:07,462 Hey, that's a hot name. 2260 02:10:07,542 --> 02:10:10,662 We discovered that by using the Amiga's video, 2261 02:10:10,742 --> 02:10:15,102 we could take advantage of all of the Amiga's graphic scope processing. 2262 02:10:15,782 --> 02:10:17,622 The Copper and the blitter. 2263 02:10:17,702 --> 02:10:20,062 All these things, we weren't making pictures with them, 2264 02:10:20,142 --> 02:10:22,382 we were making these bizarre little barcodes 2265 02:10:22,462 --> 02:10:25,222 that would then control the Video Toaster card. 2266 02:10:25,302 --> 02:10:28,102 And then there was a huge phenomenon with 3D animation. 2267 02:10:28,182 --> 02:10:31,862 Because LightWave 3D was just one of the, 2268 02:10:31,942 --> 02:10:34,262 what we call croutons, in the Video Toaster, 2269 02:10:34,342 --> 02:10:36,262 these little squares you click on. 2270 02:10:36,342 --> 02:10:38,182 It's a toast analogy. 2271 02:10:38,262 --> 02:10:40,302 Croutons, little pieces of bread. 2272 02:10:40,382 --> 02:10:42,022 It's just my "rye" sense of humour. 2273 02:10:42,102 --> 02:10:46,142 One of the croutons was LightWave. 2274 02:10:46,222 --> 02:10:49,543 So you click on that, and the screen opens up 2275 02:10:49,623 --> 02:10:51,703 into front, top, and side view, 2276 02:10:51,783 --> 02:10:53,583 and now you can make models, you can light them, 2277 02:10:53,663 --> 02:10:56,263 and you can do 3D animation. 2278 02:10:56,343 --> 02:11:02,783 And a lot of people started to buy the Video Toaster just for that reason. 2279 02:11:02,863 --> 02:11:06,703 And so Babylon 5, 2280 02:11:06,783 --> 02:11:10,823 SeaQuest DSV, a Spielberg show. 2281 02:11:12,303 --> 02:11:18,463 Examples of people taking LightWave, building a big crew of animators, 2282 02:11:18,543 --> 02:11:22,383 and doing CGI on television, which, up to that point, 2283 02:11:22,463 --> 02:11:23,863 was absolutely unthinkable. 2284 02:11:23,943 --> 02:11:25,383 The market moved up. 2285 02:11:27,663 --> 02:11:32,023 And around the time that the Amiga 500 was really, really flying, 2286 02:11:32,103 --> 02:11:34,343 was also the beginning of the PC market. 2287 02:11:34,423 --> 02:11:36,903 PCs, they were business machines and they were very expensive. 2288 02:11:36,983 --> 02:11:39,583 So, actually, for most people, they couldn't even... 2289 02:11:39,663 --> 02:11:41,183 They couldn't aspire to buying one. 2290 02:11:41,263 --> 02:11:43,183 You're talking about L1,000 plus. 2291 02:11:43,263 --> 02:11:45,423 Cos you know they're expensive, 2292 02:11:45,503 --> 02:11:48,423 and well made because they had metal cases. 2293 02:11:48,503 --> 02:11:52,503 Whereas, of course, the home PCs, they were made of plastic. 2294 02:11:52,583 --> 02:11:54,263 - So they weren't very serious things. - And on occasions, 2295 02:11:54,343 --> 02:11:55,383 woodgrain plastic as well. 2296 02:11:55,463 --> 02:11:56,623 - Yes. - Which was wonderful. 2297 02:11:56,703 --> 02:11:59,823 - I never quite understood that. - The Atari VCS is beautiful. 2298 02:11:59,903 --> 02:12:02,423 Give the consumer confidence, give them a plastic computer, 2299 02:12:02,503 --> 02:12:06,623 high-tech, but make sure it looks like your grandad's gramophone. 2300 02:12:06,703 --> 02:12:09,063 And they weren't as popular because, let's be honest about it, 2301 02:12:09,143 --> 02:12:13,223 the PCs could not deliver what the Amiga could deliver. 2302 02:12:13,303 --> 02:12:15,303 In terms of graphics and sound, 2303 02:12:15,383 --> 02:12:17,343 and all those wonderful things that we already know. 2304 02:12:17,423 --> 02:12:20,823 The PC was way behind in technology terms. 2305 02:12:20,903 --> 02:12:24,703 I think it was difficult to make games in the early days for PC. 2306 02:12:24,783 --> 02:12:27,223 - Yeah. - Because the colour palettes 2307 02:12:27,303 --> 02:12:29,263 were just so incredibly awful. 2308 02:12:29,343 --> 02:12:30,543 There weren't really colours, were there? 2309 02:12:30,623 --> 02:12:32,743 They were designed for spreadsheet annotation. 2310 02:12:32,823 --> 02:12:35,423 Basically, the graphics cards weren't graphics cards. 2311 02:12:35,503 --> 02:12:37,661 They were designed to make spreadsheets, 2312 02:12:37,686 --> 02:12:39,527 and word processes easier to read. 2313 02:12:39,743 --> 02:12:42,503 You could have yellow letters or you could have blue letters 2314 02:12:42,583 --> 02:12:43,663 - or green letters. - Yeah. 2315 02:12:43,743 --> 02:12:44,743 I mean, that was what it was for. 2316 02:12:44,823 --> 02:12:48,743 And then we were trying to, sort of, hack that to make monsters, 2317 02:12:48,823 --> 02:12:50,623 and warriors, and all that kind of stuff. 2318 02:12:50,703 --> 02:12:53,863 It was really about the PC era of games. 2319 02:12:53,943 --> 02:12:56,703 Which coincides a lot with the rise of Amiga. 2320 02:12:56,783 --> 02:13:02,223 And I think it was more getting out of these specialised little machines, 2321 02:13:02,303 --> 02:13:05,543 like the Atari 800, and the Commodore 64, 2322 02:13:05,623 --> 02:13:08,743 where things were moving into actual real computers. 2323 02:13:08,823 --> 02:13:10,783 And the Amiga was a real computer, 2324 02:13:10,863 --> 02:13:13,383 and the PC was a real computer, 2325 02:13:13,463 --> 02:13:17,223 and these things were making their way into people's homes 2326 02:13:17,303 --> 02:13:19,543 for reasons other than gaming. 2327 02:13:19,623 --> 02:13:23,863 So, it's like we were getting into people's homes in this stealth way. 2328 02:13:23,943 --> 02:13:26,583 They would buy their PC, they would buy their Amiga 2329 02:13:26,663 --> 02:13:28,623 for some "serious" reason. 2330 02:13:28,703 --> 02:13:30,703 But they'd spend all their time playing games on it. 2331 02:13:30,783 --> 02:13:34,063 So I do think it was actually a very, very influential time, 2332 02:13:34,143 --> 02:13:35,343 just because of that. 2333 02:13:35,423 --> 02:13:39,823 Because a lot of these things were moving into normal people's homes 2334 02:13:39,903 --> 02:13:42,743 for other reasons, and they were being exposed to gaming. 2335 02:13:43,583 --> 02:13:47,223 Henry Rubin, who is the vice-president of engineering, 2336 02:13:47,303 --> 02:13:51,463 really wanted Amigas to be able to do some kind of PC emulation. 2337 02:13:51,903 --> 02:13:54,783 That's why we had that PC emulation program 2338 02:13:54,863 --> 02:13:57,783 when the Amiga launched, even though it was really, really slow 2339 02:13:57,863 --> 02:13:59,423 and not very useful. 2340 02:13:59,503 --> 02:14:00,863 The emulator. 2341 02:14:00,943 --> 02:14:05,623 Which turns your Amiga computer into an IBM personal computer. 2342 02:14:09,743 --> 02:14:13,503 They wanted to be able to sell Amigas into businesses. 2343 02:14:13,583 --> 02:14:16,863 And there was this checkmark that said, 2344 02:14:16,943 --> 02:14:20,143 "Is it PC compatible to be able to sell something in businesses?" 2345 02:14:20,223 --> 02:14:22,903 So, if I said I wanted Amiga on my desk, 2346 02:14:22,983 --> 02:14:25,063 somebody's gonna come along and say, 2347 02:14:25,143 --> 02:14:27,943 "You know, company requires you to do all your documentation 2348 02:14:28,023 --> 02:14:31,663 "in Microsoft Word. So you can't have that Amiga." 2349 02:14:31,743 --> 02:14:33,227 It was interesting because, obviously, 2350 02:14:33,252 --> 02:14:34,887 people were aware that there was a market, 2351 02:14:34,943 --> 02:14:38,263 this machine was a market, but an alternate way of it working... 2352 02:14:38,343 --> 02:14:40,983 There was that PC emulation card, wasn't there? 2353 02:14:41,063 --> 02:14:44,263 The KCS Power Board, I think it was. 2354 02:14:44,343 --> 02:14:45,783 Yeah, and that was for the Amiga. 2355 02:14:45,863 --> 02:14:49,103 There was an interesting sort of hybrid. You've got yourself an Amiga. 2356 02:14:49,183 --> 02:14:50,823 You actually want a PC. 2357 02:14:50,903 --> 02:14:53,063 So here's a board to plug in to get yourself a PC. 2358 02:14:53,143 --> 02:14:55,983 PC emulator plugs into the A500's RAM expansion. 2359 02:14:56,063 --> 02:14:58,303 Then, all of a sudden, I have my Microsoft Word. 2360 02:14:58,383 --> 02:15:02,583 Here was a solution that allowed you to get that Amiga into that business. 2361 02:15:02,663 --> 02:15:07,863 Which seems a bit counter-intuitive now, but it led to great things. 2362 02:15:07,943 --> 02:15:12,423 And was the beginning of one machine needing to work on another 2363 02:15:12,503 --> 02:15:13,623 and vice versa. 2364 02:15:13,703 --> 02:15:16,423 So it's the beginning of blurring of the edges of PC technology, 2365 02:15:16,448 --> 02:15:17,367 Amiga technology, 2366 02:15:17,423 --> 02:15:18,623 and that kind of thing. 2367 02:15:18,703 --> 02:15:22,223 It's very hard to get across 2368 02:15:22,303 --> 02:15:25,343 the extent of the impact the Amiga had on my life. 2369 02:15:28,823 --> 02:15:34,383 I think, had it not been for the Amiga, I wouldn't be in the industry today. 2370 02:15:35,183 --> 02:15:37,824 I think, had it not been for the Amiga, 2371 02:15:37,904 --> 02:15:41,264 I would not have started to learn high-level languages. 2372 02:15:41,344 --> 02:15:45,944 I would not have started to get into graphics and audio the way that I did. 2373 02:15:46,984 --> 02:15:49,544 I think, in a lot of ways, because of the excitement, 2374 02:15:49,624 --> 02:15:53,624 because of that profound step change 2375 02:15:53,704 --> 02:15:55,824 in what a machine could do, 2376 02:15:57,784 --> 02:16:04,224 it opened up life in a way that I couldn't possibly imagine before. 2377 02:16:04,304 --> 02:16:06,384 It made me an optimist. 2378 02:16:06,464 --> 02:16:10,824 It made me realise that human beings were capable of astounding leaps. 2379 02:16:11,944 --> 02:16:16,744 And it's very hard to get that across without sounding ridiculous. 2380 02:16:17,584 --> 02:16:22,504 But it really was... People wait for jetpacks, right? 2381 02:16:22,584 --> 02:16:26,264 People talk about flying cars. The Amiga was that to me. 2382 02:16:26,344 --> 02:16:30,304 There are so many people just starting to work on the Amiga again, 2383 02:16:30,384 --> 02:16:34,104 that there are lots of games, new games, coming out right now 2384 02:16:34,184 --> 02:16:35,664 and the quality is so amazing, 2385 02:16:35,744 --> 02:16:39,264 it's even more amazing than commercial games in the '80s. 2386 02:16:39,344 --> 02:16:43,784 The games industry on the mobile phones is so destroyed, 2387 02:16:43,864 --> 02:16:46,657 that I actually think that you can make more money 2388 02:16:46,682 --> 02:16:48,488 with an Amiga game right now 2389 02:16:48,544 --> 02:16:50,344 than you can do with an iPhone game. 2390 02:16:50,424 --> 02:16:53,944 It was an incredible culture at Amiga. 2391 02:16:54,024 --> 02:16:57,344 These guys... They were firing on all cylinders. 2392 02:16:57,424 --> 02:16:59,864 You know, they were all friends. 2393 02:16:59,944 --> 02:17:02,464 The hardware guys worked with the software guys. 2394 02:17:02,544 --> 02:17:06,944 It was kind of a small, tightly knit team. 2395 02:17:07,424 --> 02:17:10,464 And you could just tell that there was magic happening. 2396 02:17:10,544 --> 02:17:13,824 It was the thing that I loved the most about the Amiga was, 2397 02:17:13,904 --> 02:17:18,624 it was this wild, galloping horse the entire time. 2398 02:17:18,704 --> 02:17:22,944 And the best you could do was ride that baby bareback 2399 02:17:23,024 --> 02:17:24,717 and hang on to the mane and hope 2400 02:17:24,742 --> 02:17:27,968 that we're all heading in the right direction together. 2401 02:17:28,984 --> 02:17:34,224 It was insane. It was passion, and love 2402 02:17:34,304 --> 02:17:37,264 and belief in things that couldn't possibly come true, 2403 02:17:37,344 --> 02:17:40,064 and yet they were coming true, month after month. 2404 02:17:40,144 --> 02:17:42,344 Things were working the way that we hoped. 2405 02:17:42,424 --> 02:17:45,424 It was this crazy, crazy dream 2406 02:17:45,504 --> 02:17:50,544 that a bunch of us had and that we actually managed to turn into reality. 2407 02:17:51,344 --> 02:17:54,664 For me, it was the opportunity to create, 2408 02:17:54,744 --> 02:17:59,104 not just multi-tasking, but also the architecture of the Amiga 2409 02:17:59,184 --> 02:18:02,624 with dynamically loadable libraries and device drivers, 2410 02:18:02,704 --> 02:18:05,544 and the interrupt handlers, and all of that architecture 2411 02:18:05,624 --> 02:18:08,864 that I created during that time 2412 02:18:08,944 --> 02:18:11,224 went on to be used by so many other people. 2413 02:18:11,304 --> 02:18:14,424 It was like the basis of design from then on. 2414 02:18:14,504 --> 02:18:19,304 It sort of established a platform or a way of developing 2415 02:18:19,384 --> 02:18:20,824 all of the systems that came in the future. 2416 02:18:20,904 --> 02:18:23,304 So it was one of the first microcomputer systems 2417 02:18:23,384 --> 02:18:25,144 to really have that kind of architecture. 2418 02:18:25,224 --> 02:18:26,744 All the stuff that people have done 2419 02:18:26,824 --> 02:18:29,584 with the audio and the graphics and the video, 2420 02:18:29,664 --> 02:18:33,184 I just really feel that I'm lucky 2421 02:18:33,264 --> 02:18:35,704 to have been at the right place and time to be a part of that. 2422 02:18:35,784 --> 02:18:37,424 So, that's very big. 2423 02:18:37,504 --> 02:18:38,864 And the friends I've made, 2424 02:18:38,944 --> 02:18:43,024 and I'm still in contact with a lot of the people 2425 02:18:43,104 --> 02:18:45,384 that I worked with during that time. 2426 02:18:45,464 --> 02:18:47,424 And that's been amazing, too. 2427 02:18:47,504 --> 02:18:52,904 I look back on my contribution to the Amiga in several ways, I think. 2428 02:18:52,984 --> 02:18:56,224 The graphics, the bouncing ball, 2429 02:18:56,304 --> 02:19:00,144 the multi-tasking layer library. 2430 02:19:00,224 --> 02:19:03,384 But also, to a certain degree, 2431 02:19:03,464 --> 02:19:07,264 trying to instil in other developers and other users 2432 02:19:07,344 --> 02:19:13,424 the magic that could be done if you're on a mission from God with the right family. 2433 02:19:14,944 --> 02:19:20,224 And it was incredible working with the people that I knew there. 2434 02:19:20,304 --> 02:19:23,944 And most... All of them are still close friends of mine. 2435 02:19:24,024 --> 02:19:27,664 My Amiga family is gonna be my family for life. 2436 02:19:27,744 --> 02:19:30,384 There have been questions about what we believed 2437 02:19:30,464 --> 02:19:32,784 at the time when we were doing the machine. 2438 02:19:32,864 --> 02:19:34,664 Did we think it was gonna come true? 2439 02:19:34,744 --> 02:19:38,624 Did we feel a force to push ourselves forward? 2440 02:19:38,704 --> 02:19:42,864 And the answer to that is overpoweringly yes. 2441 02:19:42,944 --> 02:19:47,784 David Morse, president of the company, was an amazing man. 2442 02:19:47,864 --> 02:19:52,984 Jay Miner, architect of the basic system, an amazing man. 2443 02:19:53,064 --> 02:19:55,024 Dave Morse, our fearless leader, 2444 02:19:55,104 --> 02:19:58,984 he led us through all the trials and tribulations. 2445 02:19:59,064 --> 02:20:01,344 He kept that flame alive. 2446 02:20:01,424 --> 02:20:07,104 There was some amazing power behind those two guys 2447 02:20:07,184 --> 02:20:12,504 that pushed us forward through no sleep, no money, 2448 02:20:12,584 --> 02:20:15,704 no time, no parts, 2449 02:20:15,784 --> 02:20:19,264 competition that would show up from time to time... 2450 02:20:19,864 --> 02:20:24,505 All sorts of things that would get in our way, parts that would break. 2451 02:20:24,585 --> 02:20:30,105 And we pushed forward because we felt in our insides 2452 02:20:30,185 --> 02:20:33,985 how amazing this whole machine was going to be. 2453 02:20:34,065 --> 02:20:38,265 And whatever spirit Dave and Jay had inside of them fed us, 2454 02:20:38,345 --> 02:20:39,905 and pushed us forward. 2455 02:20:39,985 --> 02:20:41,465 It was amazing. 2456 02:20:41,545 --> 02:20:45,625 An Amiga serial number 1 still works. 2457 02:20:45,705 --> 02:20:47,425 It still runs. 2458 02:20:48,665 --> 02:20:49,945 Magic. 2459 02:20:50,945 --> 02:20:55,185 You don't get an opportunity, very often, to be at the very threshold, 2460 02:20:55,265 --> 02:20:59,305 the very beginning of a billion-dollar-plus product line. 2461 02:20:59,385 --> 02:21:02,705 So I can look back and say, "Hey, I was there. 2462 02:21:02,785 --> 02:21:05,625 "I was there when... I walked in the door 2463 02:21:05,705 --> 02:21:10,465 "and we had two chairs, a card table, and a coffeepot, and a dog." 2464 02:21:10,905 --> 02:21:14,185 Jay Miner had a dog. 2465 02:21:14,265 --> 02:21:16,505 Jay's dog was named Mitchy. 2466 02:21:16,585 --> 02:21:20,785 And Mitchy was the mascot of the office. 2467 02:21:20,865 --> 02:21:26,265 And in the beginning days of the Amiga, they designed the initial hardware 2468 02:21:26,345 --> 02:21:30,665 using pencils and erasers and paper. 2469 02:21:30,745 --> 02:21:35,385 They would draw gates on the paper and erase those gates and draw new ones, 2470 02:21:35,465 --> 02:21:37,665 and connect the lines together. 2471 02:21:37,745 --> 02:21:40,865 And this was state-of-the-art of that day, 2472 02:21:40,945 --> 02:21:44,985 that you would design hardware on paper with pencils. 2473 02:21:45,065 --> 02:21:48,625 And I would sit and watch Jay Miner designing hardware. 2474 02:21:48,705 --> 02:21:52,585 And people say that it wasn't really Jay that was the father of the Amiga, 2475 02:21:52,665 --> 02:21:53,945 that it was actually Mitchy, his dog. 2476 02:21:54,025 --> 02:21:56,185 And I'm here to tell you it's a true story. 2477 02:21:56,265 --> 02:21:57,305 I would watch. 2478 02:21:57,385 --> 02:22:00,585 Jay would sit there, and he'd draw a gate on a sheet of paper, 2479 02:22:00,665 --> 02:22:03,505 and he'd look over at Mitchy and Mitchy'd go... 2480 02:22:03,905 --> 02:22:06,905 And so he'd erase that and he'd draw it upside down and with different lines, 2481 02:22:06,985 --> 02:22:08,105 and Mitchy'd go... 2482 02:22:08,825 --> 02:22:10,585 And so it was, "OK!" You know... 2483 02:22:13,705 --> 02:22:16,705 Amiga computer, designed by a dog. 2484 02:23:48,145 --> 02:23:49,585 Where am I? 2485 02:25:08,785 --> 02:25:11,906 It is the best machine that is around anywhere in the world. 2486 02:25:11,986 --> 02:25:13,426 The professional machine of the future. 2487 02:25:23,466 --> 02:25:25,626 - How would I describe it? - I think it's fantastic. 2488 02:25:25,706 --> 02:25:27,546 - Awesome. - It's gonna skyrocket. 2489 02:25:27,626 --> 02:25:29,186 Only Amiga makes it possible. 2490 02:25:55,826 --> 02:26:00,626 Amiga's got the guts to do things that you can't do on other hardware. 2491 02:26:00,706 --> 02:26:02,546 - And it does all the work for you. - Wow. 2492 02:26:02,626 --> 02:26:05,266 State-of-the-art technology at a price that everybody can afford. 2493 02:26:06,426 --> 02:26:10,386 The Amiga is the best graphics machine available 2494 02:26:11,106 --> 02:26:12,346 in the world today. 2495 02:26:14,426 --> 02:26:15,466 Only Amiga. 2496 02:26:21,226 --> 02:26:22,266 Only Amiga. 2497 02:26:23,706 --> 02:26:24,706 Only Amiga. 2498 02:26:27,466 --> 02:26:28,466 Makes it possible. 2499 02:26:30,786 --> 02:26:32,506 Only Amiga makes it possible. 2500 02:26:36,386 --> 02:26:37,386 Outrageous. 2501 02:26:39,426 --> 02:26:40,426 Fabulous. 2502 02:26:47,146 --> 02:26:48,706 Only Amiga... 2503 02:26:48,786 --> 02:26:51,026 - This is it. - ...makes it possible! 2504 02:26:59,746 --> 02:27:01,786 Well, it was in 1982, 2505 02:27:01,866 --> 02:27:05,346 a friend of mine that I used to work with at Atari 2506 02:27:05,426 --> 02:27:06,626 came to me and said, 2507 02:27:06,706 --> 02:27:09,466 "Hey, Jay, let's start a new company. I'm tired of this one." 2508 02:27:11,106 --> 02:27:14,866 And I said, "Well, fine." I said, "I'll do the chips for it. 2509 02:27:14,946 --> 02:27:18,986 "And I'll be the vice president if I can do the chips my way." 2510 02:27:19,546 --> 02:27:23,346 My original vision of the machine was as a low-cost entry 2511 02:27:23,426 --> 02:27:28,746 into the computer field via the video game area. 2512 02:27:28,826 --> 02:27:31,226 Video games, at that time, were really hot, 2513 02:27:31,306 --> 02:27:34,026 and all our investors wanted was a video game. 2514 02:27:34,106 --> 02:27:37,466 But I wanted something that could be expanded into a real computer. 223729

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.