The Ted Dabney Experience. Conversations with leading lights from the Golden Age of Video Arcade gaming. A Podcast Project by Richard May, Paul Drury (Retro Gamer magazine) and Tony Temple (The Arcade Blogger).
The Ted Dabney Experience podcast is truly a gem in the realm of arcade-related podcasts. As someone who grew up during the arcade era, I have always had a special place in my heart for these games, and this podcast captures that nostalgia perfectly. It has become one of my favorite audio experiences, and I eagerly await each new episode to pop up on my iPad.
The best aspect of The Ted Dabney Experience is undoubtedly the in-depth interviews with the people who were instrumental in shaping the arcade era. The hosts have a deep knowledge and understanding of their subjects, and they consistently select fascinating individuals to feature on the show. The interviews are handled with great care and precision, resulting in conversations that are both insightful and intelligent. As a true lover of classic arcade games, I find myself completely enthralled by the stories and anecdotes shared by these industry pioneers.
While it's difficult to find any major flaws with this podcast, if there was one area for improvement, it would be beneficial to have more frequent releases. As a passionate listener, I can't help but want more episodes to devour. However, quality takes time, and I appreciate that the hosts prioritize ensuring each episode is top-notch rather than rushing out subpar content.
In conclusion, The Ted Dabney Experience podcast is an absolute must-listen for anyone interested in the history of classic arcade games. The hosts' passion shines through in every episode, making it an incredibly enjoyable experience for those who lived through the arcade era as well as those curious about its rich history. I cannot thank the hosts enough for creating such an outstanding show and look forward to many more episodes to come.
John Ray joined Atari Inc in 1977 as a hardware engineer, learning the ropes with 1978's Fire-Truck, arguably the first truly co-op arcade game and a distinctive arcade presence due in no small part to his analogue circuitry audio. Ray was also involved with the Atari-licensed versions of Namco's Dig Dug and Xevious, the awesome arcade version of Tetris and - into the 1990s - the hugely popular San Francisco Rush racing series of the 90s.
The Ted Dabney Experience is a podcast project by Richard May, Paul Drury (Retro Gamer magazine) and Tony Temple (author of Missile Commander - A Journey to The Top of an Arcade Classic). We host in-depth conversations with the creative leading lights and supporting cast from the Golden Age of coin-op Video Arcade gaming.
Rob Quinn joined Stern just as the company was branching out from it's core pinball business to explore the brave new world of videogames. Rob talks about his involvement with the company's early hit, Berzerk, his experiments with laser disc technology and his personal misgivings about how the company was managed.
Mark Pierce was a game designer at Atari and Bally Midway. We talk to him about the protracted development of Escape From The Planet of The Robot Monsters, the axonometric, somewhat baroque B-movie arcade adventure, and the conversely swift creation of the tile-stacking puzzler classic, KLAX. Pierce also shares some amusing anecdotes about scouting for muscular male models for the visually ground-breaking arcade beat-em-up, Pit Fighter, and provides us with a unique insight into why Atari faltered and ultimately folded in The Noughties.
From 1975 to present day, Jack Guarnieri has seen and done it all; from servicing mechanical pinball machines in the dive bars and laundrettes of Seventies New York, bearing first-hand witness to the inflation - and rapid deflation - of the video game bubble of popular lore, running his own operator route during the ‘80s and then to selling video and pinball machines directly to consumers. All of this led him to found one of the most innovative pinball manufacturers, Jersey Jack.
Jeremy Saucier is Assistant VP at The Strong Museum of Play in Rochester, New York.Jeremy talks to us about the history and evolution of the Strong Museum and its pedagogical remit - from American history and Industrialisation to a focus on play - and gives us a fascinating insight into the day-to-day management of a museum. With a doctoral degree in history and a degree in American Studies, Jeremy was a natural fit for his role at The Strong, with its extensive archive of original material, from concept art and design documents to internal company memos from Video Arcade stalwarts such as Williams, Bally and most notably Atari.
Jeff Bell was a hardware engineer in Atari Inc's coin-op division and officially the longest serving employee of the company; literally the last person to switch off the lights in 2004. Jeff walks us through his formative years learning the basics of electronics at his father's desk, the brotherhood of Atari Inc, suspected mob involvement in the early videogames industry and Nolan Bushnell's Bermuda shorts.
For this episode we speak with none other than Allan Alcorn, Atari employee number three after Nolan Bushnell and Ted Dabney, and the engineer of Pong, one of the very first video arcade games.
Senior corporate executive, serial entrepreneur, automotive designer and fine artist. Roger Hector is not only a successful businessman but a bona fide creative polymath. A long time ago, Roger sharpened his pencils at Atari Inc, working alongside co-founder Nolan Bushnell and creative director George Opperman on a vast range of videogame projects. Hector became R&D manager at Atari, before leaving to co-found his own games company, Videa, with Howard Delman and Ed Rotberg, programmer of Atari's Battlezone.
Part 2: Eugene Jarvis cut his teeth in the Atari pinball division before going on to produce the groundbreaking Defender for Williams Electronics. Also for Williams (contracted as Vid Kids, his new company with Defender co-creator Larry DeMar) was Stargate, Robotron: 2084 and Blaster. Jarvis left Vid Kids in 1984 to attend Stanford University where he gained an MBA in 1986. He then returned to Williams to design the OTT run and gun title Narc (programmed with George Petro) and, with Mark Turmell, Robotron's spiritual successor, Smash TV. To this day Eugene produces popular arcade video game titles for his own studio, Raw Thrills Inc.
Eugene Jarvis cut his teeth in the Atari pinball division before going on to produce the groundbreaking Defender for Williams Electronics. Also for Williams (contracted as Vid Kids, his new company with Defender co-creator Larry DeMar) was Stargate, Robotron: 2084 and Blaster. Jarvis left Vid Kids in 1984 to attend Stanford University where he gained an MBA in 1986. He then returned to Williams to design the OTT run and gun title Narc (programmed by George Petro) and, with Mark Turmell, Robotron's spiritual successor, Smash TV. To this day Eugene produces popular arcade video game titles for his own studio, Raw Thrills Inc.
Dr Alan Meades teaches the undergraduate and post-graduate game design courses at Canterbury Christ Church University and is the author of Arcade Britannia, published by MIT Press. After dedicating so many episodes of the show to the mythic American arcade of the late Seventies and early Eighties (in some ways perhaps more a figment of our collective imagination than we might care to admit) it was wonderful having Alan provide a much wider historical context of the amusement arcade, actually dating back hundreds of years and all via a uniquely British lens.
Dave Sherman joined Atari shortly prior to Nolan Bushnell's departure and was at the company through its precipitous near-collapse and subsequent restructuring during the infamous market crash of '83 and '84. Sherman worked alongside Dave Theurer on iconic such as I, Robot and Missile Command, and shares many an anecdote about those early days, including soundly beating Bushnell at his own predilection, the strategy board game, Go. After Atari, Dave engineered a dual-purpose CAD system, generating fluid, texture-mapped polygon graphics for videogame application a good eight years before Sony ruled the roost with the Playstation.
The Ted Dabney Experience is a podcast project by Richard May, Paul Drury (Retro Gamer magazine) and Tony Temple (author of Missile Commander). We host long-form conversations with the leading lights and supporting cast from the Golden Age of coin-op video arcade gaming. Our guests have included Evelyn Seto (graphic designer at Atari, Inc., alongside George Opperman), Warren Davis (Q*Bert), Jeff Lee (Q*Bert, Mad Planets), Mike Hally (Star Wars, Akka Arrh), Ed Logg (Asteroids, Centipede), Owen Rubin (Space Duel, Major Havoc), Carol Kantor (the industry's very first market researcher), Doug Wismer (Canadian monitor manufacturer Electrohome), Kevin Hayes (former MD of Atari Ireland), Walter Day (founder of the world-famous Twin Galaxies arcade), John Newcomer (Joust, Sinistar) and many more. The podcast is produced and edited by Richard May with a bespoke sound suite by Ghost of Wood.
Franz Lanzinger programmed the singular Crystal Castles for Atari, Inc. Released in the summer of 1983 and housed within a typically eye-catching Atari cabinet, the game found modest success as a coin-op title and was adapted for numerous home platforms. Franz talks to us about being the person to establish the long-overdue display of creator credits in video arcade games, meeting avid arcade gamer Steven Spielberg during the development of Atari's ill-fated Gremlins arcade game, and then quitting the company in a fit of pique following a dispute with management over proposed creator royalties.
Jonathan Hurd coded Food Fight at General Computer Corp for Atari. A decidedly ‘non-violent' game amid a galaxy of shooters, Food Fight was GCC's first title for a smart-thinking Atari after the infamous Super Missile Attack lawsuit was settled (for more on Super Missile Attack, listen to our interview with GCC's Steve Golson).
In any video arcade, especially during the proverbial Golden Age of the Seventies and Eighties, it wasn't always the games on screen that first caught the eye but the colourful, imposing, sometimes lurid cabinets that housed them. This was bona fide pop art for the coin-op kids of America and beyond. Paul Niemeyer started his career at developer Bally Midway during the early Eighties, working on such titles as Ms. Pac-Man, Tapper and Spy Hunter. He also had a hand in creating such impressive cabinets as Discs of Tron, Satan's Hollow and the peculiar Wacko. Niemeyer tells us about the precision art of cutting and layering art screens, life at Midway during the Bally takeover, working with the so-called Bally Pinball art gods, the development of the notorious and enduring Mortal Kombat and having his homework marked by Sylvester Stallone.
We speak with Walter Day, the grandfather of e-sports and the inspiration for Wreck-it-Ralph's avuncular arcade manager, Mr Litwack. Walter is the founder of the long-defunct but world-famous Twin Galaxies video arcade in Ottumwa, Iowa, and the international scoreboard of the same name. Day waxes lyrical about the trials and tribulations of running an arcade during the Golden Age of electronic gaming, the films Chasing Ghosts and King of Kong, his brief stint as an oil futures trader and, of course, transcendental meditation. We also ask Walter for his official position on the ongoing furore surrounding Billy Mitchell's Donkey Kong high-scores.
Lee Feuling is a retired United States Airforce and American Airlines pilot who, once upon a time, was a coder for Centuri Video Games in Hialeah, Florida. Centuri was best known for its hugely popular licensed releases of Japanese titles such as Track & Field and Phoenix, but of far more interest to TDE listeners is Tim Stryker's vector shooter, Aztarac, and for an even deeper cut, the unreleased Grab-a-Goose (another Stryker vector title); not to mention Feuling's very own, also unreleased, Freddy Flames. Lee reminisces at length about his close relationship with the visionary Tim Stryker, Centuri's productive but underutilsed in-house R&D department and flying fast jets over Saudi Arabia.
Howell Ivy is the creator of Exidy's infamous Death Race. Released in 1976, this was the first arcade game to stir a moral panic over videogame violence in America, leading the company to hire round-the-clock security in response to many green-ink letters and phoned-in death threats. Exidy followed Death Race with the relatively innocuous but very successful Circus; Venture, arguably the spiritual forerunner to Atari's Gauntlet, and then back to controversy with the genuinely gruesome light gun game, Chiller (1986). Howell departed Exidy under somewhat difficult circumstances and joined Sega of America where he oversaw the development of the company's early Virtua series of games, and his long tenure at the company saw him bear witness to one of the most revolutionary periods of videogame design.
Evelyn Seto worked at Atari under creative director George Opperman on some of the company's most iconic graphic material, including arcade cabinets such as Fire Truck and Soccer, a wealth of arcade game sell sheets and console packaging for the consumer division; not to mention the famous Atari ‘Fuji' logo. Evelyn's long and storied career also saw her employed by industry giants HP and Apple, and Atari cofounder Nolan Bushnell at his post-Atari toy/tech ventures AG Bear and Androbot. With guest co-host Tim Lapetino, author of Art of Atari and co-author of Pac-Man: Birth of an Icon.
In accordance with Theurer's Law - named after Missile Command and Tempest programmer Dave Theurer, which states that every programmer's first game will be a relative failure - Ed Rotberg's first game for Atari, Baseball, didn't exactly score a home run. However his sophomore title, 1981's Battlezone, with its distinctive green XY monitor graphics and unique periscope-adorned cabinet is rightly regarded as one of Atari's finest releases of the coin-op videogame Golden Age. You'll also learn about Battlezone variants, such as the well-documented but still fascinating development of the Bradley Trainer (a version of the game adapted for military training purposes) and a unique Stereoscopic Battlezone that never left the lab.
Excerpts from our interviews with the gentlemen who created Gottlieb's Golden Age Video Arcade titles Q*Bert, Mad Planets and Krull. Featuring Warren Davis, Jeff Lee, Matt Householder and David Thiel.
The Ted Dabney Experience is a podcast project by Richard May, Paul Drury (Retro Gamer magazine) and Tony Temple (author of Missile Commander - A Journey to The Top of an Arcade Classic). We host intimate conversations with the leading lights and supporting cast from the Golden Age of coin-op Video Arcade gaming. Our guests have included Warren Davis and Jeff Lee (Q*Bert), Mike Hally (Star Wars), Ed Logg (Asteroids, Centipede), Jamie Fenton (Gorf), Owen Rubin (Space Duel, Major Havoc), Carol Kantor (the industry's very first market researcher), Doug Wismer (Canadian monitor manufacturer Electrohome), Kevin Hayes (former MD of Atari Ireland) and many more.
Rich Adam joined Atari in 1978, initially working on the company's pinball games before being assigned the role of Junior Programmer on Dave Thuerer's Missile Command. Rich went on to take the captain's chair for the hard-as-nails Gravitar, arguably the pinnacle of Atari's vector game output, and the game for which he is most well known. Talking to Rich was a real treat. He was by turns amusingly candid and quietly philosophical, and Paul was finally able to take further notes for The Official TDE Hot Tub Logbook.
Matt Householder co-designed Gottlieb's underrated arcade adaptation of Peter Yates's ill-fated Krull, before going on to join Atari's consumer division to work on home adaptations of video arcade hits. With his partner Candi Strecker he went on to create and produce the critically acclaimed California Games (and much more) for Epyx. We chat with Matt about programming in the Seventies, video poker, high-voltage electrocution, Tim Skelly and Komedy Krull.
Ed Logg, AKA Super Duper Game Guy, is the programmer's programmer. Cited by his contemporaries as one of the all-time greats, Ed designed and co-developed arcade smash hits such as Asteroids, Centipede, Millipede, Super Breakout and Gauntlet. In 2011, Logg was awarded a Pioneer Award by the Academy of Interactive Arts and Sciences in recognition of his groundbreaking videogame work.
Steve Calfee has rarely gone on record about his time at Atari. His managerial role at the company's Coin-Op division saw him channel the work of well-known programmers such as Rich Adam, Dennis Koble, Dave Theurer and Howard Delman into Video Arcade smash hits such as Canyon Bomber, Space Duel and Missile Command.
David Thiel is perhaps best known for his pinball audio work on titles such as Tron: Legacy, Alien, Dialed In, Avatar and Family Guy, but he was also responsible for everything aural on all the Golden Age Gottlieb classics (Q*Bert, Mad Planets, and Reactor to name but a few). From synth salesman to local rock star to Gottlieb and beyond (Commodore 64 and SID chip fans take note), David continues to produce outstanding interactive audio to this day.
Tim Lapetino on the underrated yet enduring legacy of Atari creative director George Opperman, and behind the scenes on both The Art of Atari and the forthcoming Pac-Man: The Birth of an Icon.
Honing his coding skills producing games for the Apple II, Bob Flanagan joined Atari in 1984. It was a difficult time for the company and the industry as a whole, yet Bob still managed to work on some of their best loved releases, including Paperboy, Marble Madness and Gauntlet. Bob tells us about collaborating with the brilliant but demanding Mark Cerny, having Ed Logg as a mentor and his experience of designing the swashbuckling Skull & Crossbones.
Jeff Lee was the original video artist at D. Gottlieb and Company, designing the character Q*Bert and working on titles such as Krull, The Three Stooges and the late Kan Yabumoto’s seminal Mad Planets. Jeff talks to The Ted Dabney Experience about his days at Gottlieb (later Mylstar) and, most importantly, the origin of Q*Bert’s vestigial limb.
Conversations with Golden Age video arcade greats. A podcast project by Richard May, Tony Temple (The Arcade Blogger) and Paul Drury (Retro Gamer magazine).
Recruited by the company in 1976, Dennis Koble was one of Atari’s earliest coin-op game designers. Koble stayed with Atari for five years and was responsible for such notable titles as Avalanche, Sprint 2 and Dominos, before leaving to co-found Imagic. In 1984 Dennis would return to coin-op as Director of Software for Atari co-founder Nolan Bushnell’s Sente. At no point did he sit in a hot tub.
The imitable Steve Golson reminisces about his days evading Atari’s radar with GCC, subsequently being co-opted by the former for arcade classics such as the frantic Food Fight and the singular Quantum, and of course Crazy Otto (aka Midway’s Ms. Pac-Man).
A brief introduction to The Ted Dabney Experience podcast. Originally released as a segment for the Retro Asylum Christmas Special episode, 2020.
We talk with Rampage co-creator Brian Colin about the early days at Bally Midway, applying his traditional animation know-how to the seminal Discs of Tron and meeting The Rock.
The Ted Dabney Experience podcast talks with Kevin Hayes, former Managing Director of Atari Ireland. If you played an Atari arcade game in Europe during the proverbial Golden Age of video games, including popular third-party licences such as Cinematronics’ Dragon’s Lair, it bore Kevin’s fingerprints. We also discuss goat slaughter, littering and smoking the reefer.
TDE Podcast takes you from the North East Yorkshire coastal town of Bridlington to Miami Beach with one of the very few Brits to have developed coin-op videogames for the American market during the Golden Age, Mr Andy Walker.
An in-depth discussion with John Newcomer, designer and lead developer of one of the most unique and enduring arcade games of the Golden Age, Joust. John talks to The Ted Dabney Experience about his influences and inspirations, hits and misses, his design philosophy, videogame violence and working with Eugene Jarvis, Warren Davis and the late, great Python Anghelo at Williams Electronics. And rubber chickens.
Electrohome supplied CRT monitors to all the big-name video arcade game manufacturers of the Golden Age, including Atari, Gremlin and Midway. Doug talks to us about how the company was saved from potential oblivion by arcade gaming; the pen, paper and handshake conception of Atari’s first vector monitor (over a pinball machine in Chuck E. Cheese) and the finer details of doing business with an early-Eighties JVC. Naturally, Paul asks about hot tubs at Atari.
Mike Hally devoted a quarter of a century to Atari, from the Sunnyvale years through Time Warner, literally turning off the lights when the company (that most of us would recognise) closed its doors for good in 2002. The Ted Dabney Experience talks with Mike about the gentleman’s arcade game, Gravitar, lost classic Akka Arrh, shooting aliens on toilets and of course Atari’s seminal coin-op title, Star Wars.
The Ted Dabney Experience Podcast talks to Space Duel designer Owen Rubin about the frontier days of videogame creation at Atari, the volatility of vector hardware, the original Boss Key, disco dancing, and Atari cofounder Nolan Bushnell’s infamous pool parties.
The Ted Dabney Experience Podcast catches up with a long-time friend, ACAM’s Gary Vincent. We discuss Gary’s early days at Funspot, NH, his participation in Randy Fromm’s Arcade School, Funspot’s transition from electromechanical to video arcade and the establishment of ACAM. Gary shares his views on repairing ageing CRT monitors, The King of Kong and its continued legacy, the Covid-19 lockdown and the future of The American Classic Arcade Museum.
TDE sits down with Jamie Fenton, the developer of the original multi-game shooter, Gorf. We dig deep into Jamie’s early life and career with Dave Nutting Associates and Midway, covering transgender issues, Datsun sports cars, Larry Cuba of Star Wars SFX fame, the original US military application of the Gorf flight stick, the ill-fated Robby Roto, and the fascinating (yet ultimately aborted) development of Ms.Gorf.
TDE talks to Q*Bert co-creator Warren Davis about the early days of videogame design at Gottlieb, lost Laserdisc classic Us Vs Them, his time at Williams Electronics working alongside Eugene Jarvis, and hanging out with Aerosmith.