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 attaché 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 £1,000 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.