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TCW Podcast Episode 158 - Computer Space Computer space is a game steeped in mystery and myth. The game is a reimagining of Space War. Developed through a partnership between Nutting Associates and Syzygy, Computer Space went on to have modest success. The game is viewed as having little to no impact. In this episode, we explore how Computer Space had much more influence. The game had a lot of tangible impact with the expansion of Aladdin's Castle. Computer Space also had a great run in Ithaca, NY. Furthermore, it had the first radio advertisement for an arcade video game! TCW 022 - The Galaxy Game: http://podcast.theycreateworlds.com/e/the-galaxy-game/ WORLDLY WEDNESDAYS: A TIMELINE OF COMPUTER SPACE: https://videogamehistorian.wordpress.com/2021/05/12/worldly-wednesdays-a-timeline-of-computer-space/ TCW 044 - Founding, Syzygy to Atari: http://podcast.theycreateworlds.com/e/founding-syzygy-to-atari/ The History of How We Play: https://thehistoryofhowweplay.wordpress.com/2021/11/29/why-computer-space-was-a-success/ TCW 084 - Time Shared: http://podcast.theycreateworlds.com/e/time-shared/ TCW 034 - The Nutting Associates: http://podcast.theycreateworlds.com/e/the-nutting-associates/ Computer Space Cabinet: https://en.wikipedia.org/wiki/Computer_Space#/media/File:Nutting_ComputerSpace-Blue.JPG Video of Computer Space: https://www.youtube.com/watch?v=3D9_icmvQvc Computer Space Gameplay: https://www.youtube.com/watch?v=b3BQsCCwo8w New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
I speak to games historian and graphic designer Kate Willaert about her research and current projects, as well as her efforts to turn this work into a job. We also voice our complaints about Google's Usenet archives, discuss the horrible world of YouTube publishing, the struggles of getting your work seen/read/heard as a content creator today, the value of a good hook for getting people interested in history, how to structure a historical narrative, our font choices for writing draft scripts, and much, much more. Interview conducted 1 May 2021 Links: Kate has talked lots about her Carmen Sandiego research, both on Twitter and her blog. https://www.acriticalhit.com/infographic-evolution-carmen-sandiego-crest-logo/ (Here's one example). https://www.goodreads.com/book/show/27414415-tetris (Tetris: The Games People Play), a graphic novel about the history of Tetris https://www.youtube.com/watch?v=CRyAjI1mXVY&pp=sAQA (The intro) to Kate's (eventually) 50-part video series on playable female protagonists https://www.mobygames.com/game-group/protagonist-female (MobyGames tag for female protagonists) (excludes games with multiple playable characters) http://www.hardcoregaming101.net/inventories/80sheroines.htm (Hardcore Gaming 101 feature) on 1980s video game heroines The rules governing her 50-part playable female protagonists series are laid out in the intro video and https://www.acriticalhit.com/video-dames-the-history-of-playable-female-protagonists/ (this article) http://www.ataricompendium.com/archives/magazines/magazines.html (Atari Compendium's collection of scanned magazines) The Internet Archive's https://archive.org/details/magazine_rack (Magazine Rack) The Usenet archives https://groups.google.com/search?q= (on Google Groups) are now mixed in with the other groups and not easily browsable, but search still works https://archive.org/details/utzoo-wiseman-usenet-archive (The UTZOO-Wiseman archives) on archive.org are a great resource for Usenet posts https://worldradiohistory.com/index.htm (American Radio History) https://newspapers.com/ (newspapers.com) https://newspaperarchive.com/ (newspaperarchive.com) https://www.acriticalhit.com/moonlander-one-giant-leap-for-game-design/ (Kate's Moonlander article) https://www.youtube.com/c/ACriticalHit/ (Kate's YouTube channel) I didn't go into specifics on the many significant games made in 1973, so here are several off the top of my head: Maze, arguably https://www.polygon.com/features/2015/5/21/8627231/the-first-first-person-shooter (the first first-person shooter) Spasim, one of the earliest 3D games Airfight/Airace, the first computer flight combat sim (http://lifeandtimes.games/episodes/files/2.html (covered on this show in ep2)) Moonlander Empire (the PLATO one) David Ahl's 101 BASIC Computer Games collection/book Lemonade Stand Kate's https://www.acriticalhit.com/origin-of-gamer/ (article/video) on the origin of the term "gamer" Kate's Moonlander article has good info and sources for the electro-mechanical Lunar Lander game, but those of you looking for more detail may appreciate https://allincolorforaquarter.blogspot.com/2016/06/the-ultimate-so-far-history-of-nutting.html (this article) that contextualises its place in early coin-op game history (the article is about Nutting Associates, but Lunar Lander is mentioned at the end) Kate's best social media posts are highlighted in https://criticalkate.substack.com/ (her newsletter). Two specific ones we mentioned: The https://twitter.com/katewillaert/status/1308881238145617920 ("City Boy Mario" Twitter thread) The https://twitter.com/katewillaert/status/1193611691633852417 (Comic Sans Twitter thread) As of August 9th, 2021, the best of these threads are available in an ebook that's part of a video game StoryBundle along with a bunch of other cool games books. https://storybundle.com/games (Check it out.)...
Sega introduces conversion kits Coin-Op breaks financial records Microsoft buys 86-DOS These stories and many more on this episode of the Video Game Newsroom Time Machine This episode we will look back at the biggest stories in and around the video game industry in July of 1981. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Time Codes: 7 Minutes in Heaven: 10:29 Corrections: 19:42 Time Jump: 42:40 Links: 7 Minutes in Heaven: Video Version - https://www.patreon.com/posts/54022503 http://podcast.theycreateworlds.com/?s=The+Nutting+Associates https://www.podchaser.com/podcasts/they-create-worlds-53243/episodes/dave-nutting-nutting-industrie-90360408 https://www.mobygames.com/game/wizard-of-wor Corrections: June 1981 Ep - https://www.patreon.com/posts/52937539 https://thehistoryofhowweplay.wordpress.com/ https://www.npr.org/sections/money/2016/07/22/487069271/episode-576-when-women-stopped-coding https://www.gamingalexandria.com/wp/2021/06/video-game-sales-1972-1999/ https://store.steampowered.com/app/353380/Steam_Link/ https://www.theguardian.com/games/2021/jul/20/steam-deck-valve-nintendo-switch-for-nerds https://en.wikipedia.org/wiki/Magnavox_Odyssey_2 1981: Sega/Gremlin introduce their first conversion kits Replay July 1981, pg. 24, pg. 53 Vending Times, July 1981, pg. 46 December 1979 Ep - https://www.patreon.com/posts/32503287 Jim Trucano Interview - https://www.patreon.com/posts/48912975 Donkey Kong released in Japan https://twitter.com/Lord_Arse/status/1413435520449847305 https://www.mobygames.com/game/arcade/donkey-kong General Computer Corp. is looking for new software ideas Play Meter, July 15, 1981 pg. 72 https://en.wikipedia.org/wiki/General_Computer_Corporation https://www.gdcvault.com/play/1023366/Classic-Game-Postmortem-Ms-Pac https://www.mobygames.com/game/arcade/ms-pac-man Midway sues Artic over speed-up kits Replay July 1981, pg. 7 https://en.wikipedia.org/wiki/Midway_Manufacturing_Co._v._Artic_International,_Inc. Stern beats Omni in Scramble bootleg case Replay July 1981, pg. 8 Vending Times, July 1981, pg. 41 https://www.youtube.com/watch?v=3Vc-RIkpk40&t=98s https://www.youtube.com/watch?v=BmFCc3vUAw0 Coin Op video games reached $2.8 billion in revenue in 1980 Vending Times Census of the Industry - 1981, pg. 56 Arcades may be putting the pinch on movie theatres https://www.nytimes.com/1981/07/06/arts/is-electronic-games-boom-hurting-the-movies.html?searchResultPosition=2 Warner profits soar https://www.nytimes.com/1981/07/16/business/warner-profits-jump-66.4.html?searchResultPosition=1 Broderbund begins publishing Star Craft https://archive.org/details/CreativeComputingbetterScan198107/page/n119/mode/1up IBM introduces small business computer https://www.nytimes.com/1981/07/29/business/an-ibm-computer-for-small-business.html?searchResultPosition=1 https://en.wikipedia.org/wiki/IBM_System/23_Datamaster Microsoft buys 86-DOS https://www.historyofinformation.com/detail.php?id=99 Pirates of Silicon Valley Trailer - https://www.youtube.com/watch?v=lEyrivrjAuU Pirates of Silicon Valley QDOS scene - https://www.youtube.com/watch?v=14vHaqEMvXA Patent issued for Age Morphing tech https://www.nytimes.com/1981/07/04/business/patents-a-method-that-pictures-a-person-at-any-age.html?searchResultPosition=45 https://www.freepatentsonline.com/4276570.html https://www.nancyburson.com/index Dutch to broadcast software over shortwave https://archive.org/details/80-microcomputing-magazine-1981-07/page/n69/mode/1up Summer camps go geek https://www.nytimes.com/1981/07/17/nyregion/a-camp-where-the-program-is-programming-swim-withdavid-evans-and-jonathan-bing.html?searchResultPosition=4 Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Sound Effects by Ethan Johnson of History of How We Play and Enzo Maida.
TCW Podcast Episode 138 - Dave Nutting Associates This is our second half looking at Dave Nutting and specifically Dave Nutting Associates. We see how they are able change the industry by showing the viability of solid state Pinball. Despite the setback of not being able to license the technology to Bally/Midway they pressed on with developing video games. Specifically Gun Fight which had realistic, for the time, human analogs that could fire guns at each other. As they continued to show how well they were to Bally/Midway they ended up being bought out. Unfortunately by the time of the crash Dave Nutting Associates ended up being a small player in a crowded industry and was shut down in 1984. TCW 59 - Williams' Crazy Story Part 1: http://podcast.theycreateworlds.com/e/williams-crazy-story-pt-1/ TCW 60 - Williams' Crazy Story Part 2 : http://podcast.theycreateworlds.com/e/williams-crazy-story-pt-2/ Bally Pinball Flicker: https://www.youtube.com/watch?v=l-xCz-CCegg How a Pinball Machine Works In Slow Motion: https://www.youtube.com/watch?v=Tmg5WOvPKpU How an older Pinball Machine Works: https://www.youtube.com/watch?v=v0Q63AVnjEM TCW 051 - Sons of Pong: http://podcast.theycreateworlds.com/e/sons-of-pong/ Mirco Spirit of 76: https://www.youtube.com/watch?v=Cy-Y1gPlLJM Mirco Spirit of 76 Images: https://www.ipdb.org/machine.cgi?id=2294 Gun Fight: https://www.youtube.com/watch?v=xYa0G6KGayk The Amazing Maze: https://www.youtube.com/watch?v=mjBtgqnuuw8 Tornado Baseball: https://www.youtube.com/watch?v=_BXYMr26Me0 Tornado Baseball Cabinet: https://www.youtube.com/watch?v=26LLVZre_9k 280 ZZZAP: https://www.youtube.com/watch?v=hmyVEJzgvZ0 Sea Wolf: https://www.youtube.com/watch?v=IJBu5fGKKpE Undersea Raiders https://www.youtube.com/watch?v=pcq4_eaxiUw Boot Hill: https://www.youtube.com/watch?v=mVsaiSeo0Ls Sea Wolf II: https://www.youtube.com/watch?v=jH0CrQOyrSA Gorf: https://www.youtube.com/watch?v=uML-l2xuqew Gorf Cabinet: https://www.youtube.com/watch?v=agxHqo6Qqyg Star Trek The Motion Picture Cloud: https://www.youtube.com/watch?v=oFnoM37IQec Wizard of Wor: https://www.youtube.com/watch?v=D780JHlQxxs Adventures of Robby Roto: https://www.youtube.com/watch?v=yE4_GbsmkmY Baby Pac Man: https://www.youtube.com/watch?v=vP1mOfBl1UU Professor Pac Man: https://www.youtube.com/watch?v=7Ctq-4U4YUA New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
TCW Podcast Episode 137 - Dave Nutting & Nutting Industries In part one of our two part look at the contributions of Dave Nutting to the video game industry, we see where he came from. Some of his contentious relationship with his brother, and some of the design contributions he did that led to developments in the future with coin-op games. With the founding of MCI he was able to further form a team that would follow him into the future. Once ousted from MCI he started work on Solid State, and creating Dave Nutting Associates. TCW 034 - The Nutting Associates: http://podcast.theycreateworlds.com/e/the-nutting-associates/ 1965 Jeep Wagoneer: https://www.youtube.com/watch?v=ad4nvJpoRok 1989 Jeep Grand Wagoneer: https://www.youtube.com/watch?v=lwwaKf8zGcc Computer Quiz: https://www.youtube.com/watch?v=zr98ASLdbZQ IQ Computer: https://www.youtube.com/watch?v=oh2j3W6me-U MCI Red Barron: https://www.youtube.com/watch?v=_dSvZVUUV4c Blue Max: https://www.youtube.com/watch?v=9mhE9J0rvwU IBM Keypunch Card Demonstration: https://www.youtube.com/watch?v=YnnGbcM-H8c MCI Airball: https://www.youtube.com/watch?v=0Wg35j9XgXQ MCI The Safe: https://www.youtube.com/watch?v=C9dli-vrPC4 New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
TCW Podcast Episode 118 - The Whole Video Game Industry Part 1 This is part one of our four part series looking at the entire video game industry at a very macro level. We look at the start of computers all the way through to the early video arcades and beyond! We see the evolution of games on PC, the arcade, and the initial forays into the home. We even see a hybrid of sorts with games like Seawolf combining electro-mechanical and video elements. We did a live recording of four episodes, including this one, on June 28th, 2020. Archival video of that is available on our YouTube channel! YouTube Livestream Video: https://www.youtube.com/watch?v=mwLh3ptIkhM Ahoy "The First Video Game": https://www.youtube.com/watch?time_continue=1&v=uHQ4WCU1WQc Ethan's Response: https://thehistoryofhowweplay.wordpress.com/2019/10/16/a-response-to-ahoys-the-first-video-game/ TCW 089 - The Dawn of Computers and Gaming: http://podcast.theycreateworlds.com/e/the-dawn-of-computers-and-gaming/ TCW 081 - The Meeting of Spacewar: http://podcast.theycreateworlds.com/e/the-meeting-of-spacewar/ TCW 007 - History of the Arcade: http://podcast.theycreateworlds.com/e/history-of-the-arcade/ TCW 034 - The Nutting Associates: http://podcast.theycreateworlds.com/?s=The+Nutting+Associates Seawolf MAME: https://www.youtube.com/watch?v=ss0FEdCIJEM Seawolf Cabinet: https://www.youtube.com/watch?v=ipssJjkN2bY New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Avançamos mais uma década na nossa história, no entanto, aconteceu tantas coisas nesses dez anos que é impossível contar tudo em um episódio só. Na primeira parte dos anos 70, vamos colher os frutos do Spacewar! apresentado no episódio passado e trazer um protagonista no mercado de videogames: Nolan Bushnell. Ah, recado importante– agora temos um e-mail– aditahistoriadovideogame@gmail.com Além disso, você pode continuar me seguindo no Twitter pelo @pabloprime Links relacionados a esse episódio: O Galaxy Game [imagem] Bill Pitts e Hugh Tuck trabalhando no seu Galaxy Game [imagem] O Computer Space [imagem] Bill Nutting da Nutting Associates com o Computer Space [imagem] O Computer Quiz [imagem] Nolan Bushnell e Ted Dabney [imagem]
On this episode of the world Famous Sofa King Podcast, we do a dive into the history of the video game and look at the rise and fall of Atari. The world of video games would not exist without the innovation of Atari. They started the video arcade with the invention of the coin operated video game, and just when that changed all of entertainment for millions of kids in the 70s and 80s, they created the at home video game console. Then there was the time they made the ET video game, considered by many to be the worst there ever was. It was so bad, they buried the unsold copies in a land fill instead of try to sell them. From rock star nerds at the birth of silicon valley to corporate sellouts, Atari had it all. The company was started by two visionaries named Nolan Bushnell and Ted Dabney. They were computer engineers who would visit campuses like the University of Utah and MIT just to play the video games that only computer engineers could play on the only five computers in America that could run them. Eventually, they realized that making video games end up like pinball machines, where you play for a quarter, they started their quest. Their first game was developed for a company called Nutting Associates. It was a confusing thing called Computer Space. It didn’t sell well and was hard to play. Within a few years, they developed and programmed Pong, and it was a wild hit. It spread through bars and pizza parlors and arcades and made Atari some real money. As processors got cheaper, they made arcade games like Asteroids, Tempest, Missile Command, Centipede, and Paper Boy. But as they drove around collected quarters (yes, they got 50% of the take, so they had to collect in the early days), there were other computer innovations that made home computing cheap enough to afford. Thus, they created the Atari 2600. This console is still considered the most successful gaming console ever. It sold the Atari games, but more importantly, it licensed home version of games made by other companies, like the epic Space Invaders. In fact, Taito’s Space Invaders made Atari sell more sets than any of their own games The other great thing about Atari was that it revenge of the nerds. The engineers and computer programmers in the early days partied like rock stars. There was booze on site, a brigade that voted on marijuana quality, hot tub parties, women coming and going, and even Steven Spielberg wanted them. This was what led to the disaster that was ET, right during the first video game winter. Atari crashed and burned once they were purchased by Warner, but they struggled to stay relevant. Though they still exist, they are shadow of their previous greatness. If you are over 40, you remember them fondly, and if you aren’t, you should do some retro gaming and learn yourself something, young’un! Visit Our Sources: https://www.ign.com/articles/2014/03/20/ign-presents-the-history-of-atari https://en.wikipedia.org/wiki/Atari https://americanhistory.si.edu/blog/2012/04/pong-atari-and-the-origins-of-the-home-video-game.html https://www.npr.org/2017/05/31/530235165/total-failure-the-worlds-worst-video-game https://en.wikipedia.org/wiki/Atari_video_game_burial https://www.computerhistory.org/revolution/computer-games/16/185 https://en.wikipedia.org/wiki/Atari,_Inc. https://www.thoughtco.com/history-of-atari-1991225 https://backtothegaming.com/2018/05/11/the-history-of-atari/ https://www.youtube.com/watch?v=vqMicrUywSY
Welcome to the History of Computing Podcast, where we explore the history of information technology. Because understanding the past prepares us for the innovations of the future! Today we're going to look at Pong. In the beginning there was Pong. And it was glorious! Just think of the bell bottoms at Andy Capp's Tavern in Sunnyvale, California on November 29th 1972. The first Pong they built was just a $75 black and white tv from a Walgreens and some cheap parts. The cabinet wasn't even that fancy. And after that night, the gaming industry was born. It started with people starting to show up and play the game. They ended up waiting for the joint to open, not drinking, and just gaming the whole time. The bartender had never seen anything like it. I mean, just a dot being knocked around a screen. But it was social. You had to have two players. There was no machine learning to play the other side yet. Pretty much the same thing as real ping pong. And so Pong was released by Atari in 1972. It reminded me of air hockey the first time I saw it. You bounced a ball off a wall and tried to get it past the opponent using paddles. It never gets old. Ever. That's probably why of all the Atari games at the arcade, more quarters got put into it than any. The machines were sold for three times the cost to produce them; unheard of at the time. The game got popular, that within a year, the company had sold 2,500 , which they tripled in 1974. I wasn't born yet. But I remember my dad telling me that they didn't have a color tv yet in 72. They'd manufactured the games in an old skate rink. And they were cheap because with the game needing so few resources they pulled it off without a CPU. But what about the code? It was written by Al Alcorn as a training exercise that Nolan Bushnell gave him after he was hired at Atari. He was a pretty good hire. It was supposed to be so easy a kid could play it. I mean, it was so easy a kid could play it. Bushnell would go down as the co-creator of Pong. Although maybe Ralph Baer should have as well, given that Bushnell tested his table tennis game at a trade show the same year he had Alcorn write Pong. Baer had gotten the idea of building video games while working on military systems at a few different electronics companies in the 50s and even patented a device called the Brown Box in 1973, which was filed in 1971 prior to licensing it to Magnavox to become the Odyssey. Tennis for Two had been made available in 1958. Spacewar! had popped up in 1962 , thanks to MIT's Steven “Slug” Russel's being teased until he finished it. It was initially written on the TX-0 and was ported to the PDP, slowly making its way across the world as the PDP was shipping. Alan Kotok had whipped up some sweet controllers, but it could be played with just the keyboard as well. No revolution seemed in sight yet as it was really just shipping to academic institutions. And to very large companies. The video game revolution was itching to get out. People were obsessed with space at the time. Space was all over science fiction, there was a space race being won by the United States, and so Spacewar gave way to Computer Space, the first arcade game to ship, in 1971, modeled after Spacewar!. But as an early coin operated video game it was a bit too complicated. As was Galaxy Game, whipped up in 1971 by Bushnell and cofounder Ted Dabney, who's worked together at Ampex. They initially called their company Syzygy Engineering but as can happen, there was a conflict on that trademark and they changed the name to Atari. Atari had programmed Galaxy Game, but it was built and distributed by Nutting Associates. It was complex and needed a fair amount of instructions to get used to it. Pong on the other hand needed no instructions. A dot bounced from you to a friend and you tried to get it past the other player. Air hockey. Ping pong. Ice hockey. Football. It just kinda' made sense. You bounced the dot off a paddle. The center of each returned your dot at a regular 90 degree angle and the further out you got, the smaller that angle. The ball got faster the longer the game went on. I mean, you wanna' make more quarters, right?!?! Actually that was a bug, but one you like. They added sound effects. They spent three months. It was glorious and while Al Alcorn has done plenty of great stuff in his time in the industry I doubt many have been filled with the raw creativity he got to display during those months. It was a runaway success. There were clones of Pong. Coleco released Telestar and Nintendo came out with Color TV Game 6. In fact, General Instruments just straight up cloned the chip. Something else happened in 1972. The Magnavox Odyssey shipped and was the first console with interchangeable dice. After Pong, Atari had pumped out Gotcha, Rebound, and Space Race. They were finding success in the market. Then Sears called. They wanted to sell Pong in the home. Atari agreed. They actually outsold the Odyssey when they finally made the single-game console. Magnavox sued, claiming the concept had been stolen. They settled for $700k. Why would they settle? Well, they could actual prove that they'd written the game first and make a connection for where Atari got the idea from them. The good, the bad, and the ugly of intellectual property is that the laws exist for a reason. Baer beat Atari to the punch, but he'd go on to co-develop Simon says. All of his prototypes now live at the Smithsonian. But back to Pong. The home version of pong was released in 1974 and started showing up in homes in 1975, especially after the Christmas buying season in 1975. It was a hit, well on its way to becoming iconic. Two years later, Atari released the iconic Atari 2600, which had initially been called the VCS. This thing was $200 and came with a couple of joysticks, a couple of paddles, and a game called Combat. Suddenly games were showing up in homes all over the world. They needed more money to make money and Bushnell sold the company. Apple would become one of the fastest growing companies in US History with their release of the Apple II, making Steve Jobs a quarter of a billion dollars in 1970s money. But Atari ended up selling of units and becoming THE fastest growing company in US history at the time. There were sequels to Pong but by the time Breakout and other games came along, you really didn't need them. I mean, pin-pong? Pong Doubles was fine but , Super Pong, Ultra Pong, and Quadrapong, never should have happened. That's cool though. Other games definitely needed to happen. Pac Man became popular and given it wasn't just a dot but a dot with a slice taken out for a mouth, it ended up on the cover of Time in 1982. A lot of other companies were trying to build stuff, but Atari seemed to rule the world. These things have a pretty limited life-span. The video game crash of 1983 caused Atari to lose half a billion dollars. The stock price fell. At an important time in computers and gaming, they took too long to release the next model, the 5200. It was a disaster. Then the Nintendo arrived in some parts of the world in 1983 and took the US by storm in 1985. Atari went into a long decline that was an almost unstoppable downward spiral in a way. That was sad to watch. I'm sure it was sadder to be a part of. it was even sadder when I studied corporate mergers in college. I'm sure that was even sadder to be a part of as well. Nolan Bushnell and Ted Dabney, the founders of Atari, wanted a hit coin operated game. They got it. But they got way more than they bargained for. They were able to parlay Pong into a short lived empire. Here's the thing. Pong wasn't the best game ever made. It wasn't an original Bushnell idea. It wasn't even IP they could keep anyone else from cloning. But It was the first successful video game and helped fund the development of the VCS, or 2600, that would bring home video game consoles into the mainstream, including my house. And the video game industry would later eclipse the movie industry. But the most important thing pong did was to show regular humans that microchips were for more than… computing. Ironically the game didn't even need real microchips. The developers would all go on to do fun things. Bushnell founded Chuck E. Cheese with some of his cresis-mode cash. Once it was clear that the Atari consoles were done you could get iterations of Pong for the Sega Genesis, the Playstation, and even the Nintendo DS. It's floated around the computer world in various forms for a long, long time. The game is simple. The game is loved. Every time I see it I can't help but think about bell bottoms. It launched industries. And we're lucky to have had it. Just like I'm lucky to have had you as a listener today. Thank you so much for choosing to spend some time with us. We're so lucky to have you.
Referencias: Clint Mansell - Moon Soundtrack (Black Records, 2009) Welcome to Lunar Industries Extracto de video Computer Space Arcade Game (1971, Nutting Associates) https://www.youtube.com/watch?v=b3BQsCCwo8w&t=109s Extracto de video Arcade Game: Asteroids (1979, Atari) https://www.youtube.com/watch?v=9Ydu8UhIjeU
TCW Podcast Episode 091 - Bally: The Road to Fitness In our continuing look at Bally we see the shifting landscape ad they evolve and develop gambling machines. This is not to mean that pinball was neglected. Bally, with an eye to innovation and technology, introduced some of the first sold state pinball machines! They were also, through some luck, brought in with licensing deals with The Who, and Elton John. This led to some of the most popular pinball machines in the post WWII era. We did have to see the departure of Bill O'Donnell from Bally because his ties to organized crime were deemed too great to allow Bally to get a gambling license in Atlantic City. With Bally under new management it then started diversifying, buy buying up various venues. These included, Six Flags, a fitness center, and others. However with a lot of properties not turning a profit, and being tricked into buying more as a defensive we move against a ploy employed by Donald Trump, Bally was stretched too thin to really survive. German Wall Machine , Rotamint Luxus , 1957: https://www.youtube.com/watch?v=bzNhWxDdyRM WONDERS , HONEST JOE , Allwin Slot Machine: https://www.youtube.com/watch?v=f1p0Bw1hv5Q SMB3 Picture House: https://www.youtube.com/watch?v=VfH9_zWxRwk TCW 034 - The Nutting Associates: http://podcast.theycreateworlds.com/e/the-nutting-associates/ The Who & Elton John - Pinball Wizard (Tommy 1975): https://www.youtube.com/watch?v=DthtDjhqVOU Abbot and Costello Who's On First: https://www.youtube.com/watch?v=kTcRRaXV-fg&t Bally Pinball Wizard Machine: https://www.youtube.com/watch?v=kXVg88WqMIo Captain Fantastic Pinball: https://www.youtube.com/watch?v=O1DsyF6XYvM https://sternpinball.com/ Bally Freedom: https://www.youtube.com/watch?v=Sk0LroLsaLA Bally Night Rider: https://www.youtube.com/watch?v=VYEY090OPG4 Bally EVEL KNIEVEL: https://www.youtube.com/watch?v=BljsG0dGPJw Simpsons "He's OK folks!": https://www.youtube.com/watch?v=iE7zBMjubqw Bally 8-Ball: https://www.youtube.com/watch?v=0s1O4ScUx6c Bally Playboy: https://www.youtube.com/watch?v=bWP70dq6XN0 TCW 059 - Williams' Crazy Story Pt 1: http://podcast.theycreateworlds.com/e/williams-crazy-story-pt-1/ TCW 060 - Williams' Crazy Story Pt 2: http://podcast.theycreateworlds.com/e/williams-crazy-story-pt-1/ Rampage: https://www.youtube.com/watch?v=Rm6pkWRoJiw New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's forthcoming book will be released through CRC Press! Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
TCW Podcast Episode 056 - Revisions and Updates We go over our past episodes and provide updates, if we have any, on each one. There are a lot of little tidbits, and expansion on a variety of topics. Some of the big ones are Namco, the Nutting Associates, and James Morgan. Happy Holidays everyone! Episode 1 "All I can do is ask why?": 0:02:54 Episode 2 "You talked to whom?": 0:07:07 Episode 3 "What makes and Industry?": 0:12:49 Episode 4 "A Tale of Cycles": 0:13:54 Episode 5 "The Untold History of Sega": 0:20:03 Episode 6 "The Early History of Electronic Arts": 0:22:55 Episode 7 "History of the Arcade": 0:31:22 Episode 8 "Birth of the Japanese Game Center": 0:31:45 Episode 9 & 10 " History of Mediagenic Parts I &II": 0:32:11 Episode 11 "The Genesis of JRPGs": 0:39:25 Episode 12 & 13 "History of Acclaim": 0:40:45 Episode 14 "Nintendo Playing with Power!": 0:42:40 Episode 15 "The Story of Chuck E Cheese": 0:43:24 Episode 16 "Early Computer Game Platforms: The Trinity, and The Disciples": 0:45:03 Episode 17 & 18 "The British 8-Bit Computer Market Hardware & Software": 0:45:20 Episode 19, 20, & 21 "The Great Video Game Crash": 0:46:00 Episode 22 "The Galaxy Game": 0:51:40 Episode 23 "The Complete Tetris Story": 0:52:12 Episode 24 "The Project and Others in the Field": 0:52:45 The Digital Antiquarian: https://www.filfre.net/ Sega-16: http://www.sega-16.com/ Episode 25 "Mattel Electronics?": 0:56:01 Episode 26 & 27 "The Magnavox Odyssey & Patent Lawsuits": 0:58:05 Episode 28 "Picking up the Pieces: The US Arcade Industry After the Crash": 0:58:25 Episode 29 "50 Years of Namco": 0:58:40 Episode 30 "Doom!": 1:09:17 Episode 31 "An Epic Game": 1:09:47 Episode 32 "History of the Atari Brand": 1:09:59 Episode 33 "The Saga of Sega": 1:12:02 Episode 34 The Nutting Associates": 1:12:11 Episode 35 "EA - The Teenage Years": 1:27:38 Episode 36 "Raiding Eidos": 1:30:25 Episode 37 "Nintendo and Gunpei Yokoi": 1:30:33 Episode 38: "Origin Story": 1:30:40 Atari James Morgan Update: 1:31:15 New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
TCW Podcast Episode 034 -The Nutting Associates We go into the murky history of Nutting Associates. This company's founding, and a large part of its history is still unclear due to the lack of proper documentation along with contradictory evidence and testimony. We look at how Nutting is more than just Computer Space, and by association Nolan Bushnell. Though Nutting Associates did not survive past the 70's it still had some influence in the arcade industry and paved the way for advancements that came later on. IQ Computer: https://www.youtube.com/watch?v=oh2j3W6me-U Computer Space: https://www.youtube.com/watch?v=vqMicrUywSY Computer Space Ball: https://www.youtube.com/watch?v=U33oajPSzyc New episodes on the 1st and 15th of every month! TCW Email: tcwpodcast@gmail.com Twitter: @tcwpodcast Alex's Blog: http://videogamehistorian.wordpress.com Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
The show's two hosts discuss what will be covered in future episodes of the Bally Alley Astrocast. Recurring links: BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Orphaned Computers & Game Systems Website Bally Alley Yahoo Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Episode Links: Bally Arcade / Astrocade FAQ Bally Software Downloads - Cassette TapesAudio Recordings from Bob Fabris Collection Arcadian Newsletter Software and Hardware for the Bally Arcade - A Technical Description Picture of the Crazy Climber homebrew cartridge Picture of the War homebrew cartridge ZGRASS Documentation Arcade Games Based on the Astrocade Chipset Gorf Arcade Game Seawolf II Arcade Game Space Zap Arcade Game Wizard of Wor Arcade Game Full Bally Alley Astrocast - Episode 0 Transcription Adam: Hi, everybody. My name's Adam Trionfo, otherwise known as BallyAlley on the AtariAge forums. And I'm here with... Chris: Chris, otherwise known as "Chris." Adam: And you're listening to the zero-ith episode of Bally Alley Astrocast. See, I barely know the name of it yet. Chris: I think me and Adam believe that we thought up the name Astrocast ourselves, and we came to find out that there had already been one, it just hadn't been started. And I guess it was Rick and Willy (I think it was only those two). Adam: Yup. Chris: And, it kinda sat there for a year. Hopefully they will be contributing to Adam's podcast here. Adam: I don't think of this as "Adam's podcast." (And I just used finger-quotes, sorry about that.) This is our podcast. Chris and I are recording this right now. Also, Paul Thacker, who is a regular of the Bally Alley Yahoo group (which we can talk about at a later time). We're hopefully going to do this together at some point. I wanna sound natural as possible for this podcast. So, I'm trying to not read anything off a piece of paper. I don't like the sound of my voice, and the fact that I'm letting you hear it means that I love you guys. Chris: It's a great level of trust he's exhibiting, you guys. Plus, I would immediately take his script away from him if he had one because... Adam: Oh, thanks, Chris! Chris: Yeah. Extemporaneous is more fun to do, and I think it's more fun to listen to. Adam: So, in saying that, we do have some notes we wanna talk about. For this episode we wanna basically go over what we want to cover. Which is what people seem to do in these episodes. Saying, "Hey, there's gonna to be an episode of a podcast called 'this'." And, that's what we're doing here. So, here's what we're going in our podcast number zero. Chris: It was always funny to me, like oxymoron, like: episode number zero. Adam: Right. Right. Chris: Let's go negative one. Let's be rebels. Adam: You may or may not know what a Bally Arcade, or an Astrocade, is. It was a console that was developed in about 1977. It was released in 1977, but the first units were not actually shipped, for various reasons, until January 1978. And very few people got them. They were first released by catalog-only, by a company called JS&A. Those systems had overheating problems. Most of them were returned-- or many of them were returned. JS&A only sold approximately 5,000 units (so it says on the Internet). I don't know where that number is quoted from. I've never been able to find the source. Bally eventually started selling them through Montgomery Ward. Now, Bally also had something called the Zgrass that it wanted to release. This was going to be expanding the unit into a full-fledged computer. This never was released. The Bally system itself did not come with BASIC, but it was available nearly from the start. Many people used it. A newsletter formed around it called the ARCADIAN. The system has 4K of RAM and it does not use sprites, but it could move object just as well as the Atari [VCS] and other systems of its time period. It could show 256 separate colors and through tricks and machine language, it could show all of them on the screen at once, but not normally in a game. Although there are a few screens that did it (but not actively during a game). The system is fun to play... if you can find one that works. If you don't already have one, you're going to discover (if you go searching for one) they're not inexpensive. They're becoming pricey on the Internet because of the overheating problems they had, since the beginning (with the data chip), you will find that if you own [should have said buy] one now, you're getting a unit that "has not been tested," which means, of course, it is broken. If you find one on the Internet that says, "Not tested," please, do not buy it. Just let it stay there and let someone else buy it. And, when they get it and it doesn't work, if they're surprised then they did not read the "Bally/Astrocade FAQ." We'll go into much greater depth about this system in the next episode. I just wanted to let you know that's the system we'll be talking about. It has a 24-key number pad. It has a controller that is-- is it unique? Well, I think it's unique. Chris. Um-hum. Adam: It has a paddle built into the top knob. It's a knob-- it's called. And it has a joystick-- an eight-directional joystick. It's built like a gun controller-style pistol. It's called a "pistol grip." It's sorta shaped like one, if you picture a classic arcade-style gun, and then just cut off the barrel. That's basically what you have. Something that was originally mentioned, and I think Bally might have called it that for two years, are Videocades. Videocades are the cartridges. These were actually also referred to as cassettes. These are not tapes. These are about the size of a tape, but they are ROM cartridges. In the beginning they held 2K and later on they held 4K for Bally. Astrovision, or Astrocade, Inc., later released some 8K games in about 1982. Those were usually considered the best games on the system because they had more ROM to spare and to put more features into the games. Now, BASIC was available from about the third or the fourth month after the system was released to the public. It was originally called BALLY BASIC. It did not come with a tape interface, but one was available for it. BALLY BASIC cost approximately $50. The tape interface, which could allow the user to record at 300-baud... which is pretty slow. To fill the 1.8K of RAM, which is available to BASIC, would take about four minutes to load a complete program. Better than retyping it every time, isn't it? But, it's not a great speed. Later on, the system (when it was rereleased), it actually came with BASIC. It was still called BALLY BASIC, but today to differentiate it from the original BASIC cartridge, most people call it ASTROCADE BASIC or AstroBASIC. The reason for this is the later BASIC has a tape interface built into the cartridge itself. This can record and playback information at 2000-baud, which is an odd number because it's not a multiple of 300. Because when 300-baud tapes were speeded up by a newer format later, they were 1800-baud. Tapes were available, which meant the user community was able to grow because they could share programs. It was sometimes a problem for them because I could record a program on my tape drive and I could send it to you in the mail. And you'd say, "It's not loading. It's not loading!" Well, you'd sometimes have to adjust your read and write heads to match it. Imagine having to do that today? To having to... uh, I wouldn't want to think about doing it. So, even if you can believe it, with that kind of an issue, with users having to adjust their tape systems in order to load programs sometimes, there were commercially released tapes. These have been archived and are available and you can download them from BallyAlley.com. Chris: So, the play and record head on anybody's tape recorder... there was the possibility that it had to be adjusted to play a tape his buddy had sent him because he had a tape recorder with differently aligned play and record heads in it-- I mean, that's something else! Adam: Now, the recorders that were normally used were called shoebox recorders. These were recommended. If you tried to record to a home stereo, maybe Chris can understand this better and tell me more about it in a later episode, but you really couldn't record to one and then get that information back. I'm not sure why. But, the lower quality that was available from the low-end tapes that were less expensive were actually better. Just like there were better audio tapes available, which you should not have used for data because... because, I don't know why! So, ideal podcast length. In my mind I see about an hour, or an hour and a half. While I listen to many podcasts, among them Intellivisionaries (and others) that are not short. And, as has been discussed on the Intellivisionaries, there's a pause button. So, if somehow we do end up at five hours, please understand that there is a pause button. If we end up less, you don't need to use the pause button. Isn't that great? Technology... right? Chris: Well, a very good idea that you had was obviously to conduct interviews with some, I guess, what, Bally game writers, people who are really knowledgeable about it. Adam: Well, there's quite a few people I'd like to interview. If we can find people from the 70s and the 80s, and even now, there's some people who have written some modern games-- at least written some programs for the system. Chris: It would help if they're still around. Yeah. Adam: Something that's interesting, that I wanna use, is that there's actually recorded interviews that we have from the early 80s and late 70s of phone conversations that Bob Fabris did (from the ARCADIAN publisher). There was a newsletter called the ARCADIAN and it published for seven years (from 1978 to 1984 or 85, depending on how you view things a bit). He recorded some conversations with some of the more prominent people of the time. Chris: That's cool! Adam: We've made WAV files of those or FLAC files and they're available for download (or many of them are already) from BallyAlley. But, it might be interesting to take out snippets from some of those and put them in the show. I hadn't thought of that before, but that's why we're going over this. Chris: Yeah. Absolutely. Adam: Right. Chris: That's really cool. We say Bally Astrocade, like we say Atari 2600, but it was never actually called the Astrocade when Bally owned it. Adam: Not when Bally owned it; no. But after it was resold they had the right to use the name Bally for one year. Chris: Oh. Adam: And Astrovision did do that. So, for a short time, for one year, it was known as the Bally Astrocade. And it actually was called that. Chris: Oh. Okay. Adam: But, somehow that name has stuck. And that is what the name is called. And many people think it was called that from the beginning. It was originally released under a few different names, which we'll get into at a later date. I think of it... I like to think of it as the Bally Arcade/Astrocade. Chris: Yeah. Adam: It depends on how you look at it. Sometimes I go with either. Sometimes I go with both. Sometimes I call it the Bally Library Computer. It just on how I'm feeling at the time. So, we also don't plan to pre-write episodes. You might have noticed that by now. We do have a list that we're going by, and we do wanna use notes, but reading from a script is not what I wanna do. I don't want to sound dry and humorless. I like to have Chris here making fun of me-- well, maybe not making fun of me, but, you know, Chris here... helping me along to give me moral support. And I enjoy that I'll be doing this with him, and hopefully Paul as well. Chris: It is strange for you and I to sit around talking about old videogames. Adam: Oh... isn't it! Isn't it though! Chris: [Laughing] Some of the sections that Adam has come up with are really interesting. They sound like a lot of fun. And what's cool is that they are necessarily unique to a podcast about the Bally console. For instance, we were talking about the ARCADIAN newsletter. There's going to be a segment-- it will probably be every episode because there is a LOT of source material. This segment will delve into ARCADIAN notes and letters that did not make it into the published newsletter. It's kind of a time capsule. In some ways it will be fascinating even for people who don't know a lot about the Bally Astrocade because what you're getting is correspondence from the 70s and 80s, before anybody really knew what was gonna happen with the 8-bit era, you know? Adam: There's material in the archives. All of this material is from Bob Fabris. He was the editor or the ARCADIAN. Two people, Paul Thacker and I, we bought that collection from an individual who had bought it in the early 2000s directly from Bob. It was never broken up, so it's all together in about eight boxes-- large boxes-- all in different folders. Bob Fabris kept a really, really detailed collection and in great order. He kept it in that shape from 1978 until, what?, about 2001 or 2002 when he sold it. Chris: Wow. Adam: So the fact that it survived and then someone else bought it and didn't want to break it up and sell it is pretty amazing to me. We were able to pool our funds together, Paul and I, and purchase it. All of it has been scanned. Not all of it is available. Oh, and by the way, BallyAlley, in case there are some listeners who don't know... BallyAlley is a website that I put together. It's mostly from the archives of the ARACADIAN. But, there's a lot, a LOT, of interesting material there. If you're interested in the Bally Arcade, you should check it out. It's BallyAlley.com. Chris: Adam is being kinda modest. He's done a lot of work on this. You're gonna find archived materials that will make your eyeballs pop out of your head. Adam: [Laughing] Chris: You know, he's... Adam: If you saw Chris, then you'd know that's true. Chris: Yes. Absolutely. I'm recording blind. You know, he's very picky about high quality scans (as high as possible only). He's vey meticulous about it. And I definitely recommend that you guys visit BallyAlley period com. I know it's a lost battle; humor me. They're not dots. All right... anyway. Adam: All right. Cartridge reviews. The Bally Arcade... it has a lot of perks, one of them is not it's huge library of games. I take that back. It has a huge library of games. Many of them, as some people may not even know who are listening to this, were released on tapes. But the vast majority of games, that people would think of as the console games, are cartridges. The Bally could "see" 8K at once. It didn't have to bankswitch or anything like that in order to do that. There was never a bankswitching cartridge that was released for the Bally. At least at that time. Since the library is so small, I'm not sure if we're planning to cover a game per episode, or since we plan to cover all of the games (and there are certainly less than fifty, if you include prototypes) and some of them are not games. Some of them were... BIORHYTHM, so that you could know when it would be a good time to get it on with your wife to have a baby. You know... [laughing] So, if that's what you wanna talk about and listen to... write us and say, "That's sounds great. I want you to tell me when I can get my wife pregnant." [laughing] The other day my wife was taking a look at a game I was playing for a competing console, the Atari 8-bit game system. Chris: I thought you were gonna say the Arcadia. Adam: No, not the Arcadia. I was playing a SUPER BREAKOUT clone. She took a look at it and didn't know what it was. I said, "You know, it's a BREAKOUT clone." She's like, "I don't know what that is." I said, "No. Look at the game for a minute. It looks like BREAKOUT." And she still didn't get it. And I said, "Okay, so you're gonna have a ball that bounces off a paddle and it's gonna hit the bricks up above." And she goes, "I've never seen this before." And I said, "Okay. You've heard of PONG, right?" She's like, "Well, yes I've heard of PONG." I said, "It's that." Chris: [Laughing] It's that... except better. Between you and all of the people you're in contact with from the Bally era, and people like Paul. People who actually wrote games back then... Adam: Um-hum. Chris: Information about how the console works and its languages and stuff... is that pretty-much taken care of, or are there more mysteries to be solved. Adam: There's some mysteries. The neat thing about this system was that even in the ARCADIAN, in the early issues, you could get access, for like $30, to the photocopies that were used at Nutting Associates. These are the people who actually designed the Bally system for Bally. They did arcade games-- we'll go more into that in another episode. This information was available to subscribers... almost from the get-go. So, if you wanted to have a source listing of the 8K ROM, you could get it. Of course, it came with a "Do Not Replicate" on every single page, but... it was... you were allowed to get it. You could purchase it. It was freely available and it was encouraged for users to use this information to learn about the system. Chris: The reason I ask is that I'm wondering what the next step is. Whenever I think of this console... do people refer to it as a console or a computer, by and large? Adam: A game system in my eyes. I mean, it's a console. People don't think of it as a computer. No. Chris: I'll start over. Whenever I think about this system, what usually comes to mind is the fact that it is unexploited. And that is perhaps the, not quite an elephant in the room, but that is the only real disappointment about the Astrocade is that there are these amazing, vivid, brilliant, games. I mean, the arcade conversations on the Astrocade are, for all intents and purposes, arcade perfect. This was a superior machine. And yet, players were teased with a handful of astonishing games and then that was it. So, "what could have been," comes to mind for me a lot. And the phrase tragically untapped. What I'm wondering is why nobody has brought up the initiative of making new games. The last two were arcade conversations. They were not original, but they are, of course, phenomenal. I mean, two of the best titles, you know are WAR (which is a conversion of WORLORDS) and, of course, CRAZY CLIMBER. You were in charge of all the packaging and EPROM burning for those. I'm not saying... Adam: Partially. Partially. For all of one of them I was, but the other one was handled by a man name Ken Lill. I did... I came up with the package design and stuff like that, and made a lot to make it happen. But, I didn't program the games. No. Chris: Right. But I mean, somebody else did the coding, but didn't you have all the cartridge shells. And you were burning... Adam: I made sure it all happened. Chris: Okay. Adam: Yeah. I mean, I didn't do all the work though. Chris: Okay. Adam: It helped that I was there. Put it that way. Chris: We're talking about CRAZY CLIMBER, mainly, right? Because you helped with WAR as well. Adam: Yeah. I did both. Yeah. Chris. Okay. Adam: Um-hum. Chris: And you wrote some of the back of the box copy. Adam: I did all of that. Yeah. Chris: As expensive and limited as such a run would be, that's not really quite what I'm talking about. As having to go through all that to give people physical, boxes copies, I guess. Another reason why people might not have written anymore Astrocade games is that the relatively few surviving consoles could be prone to overheating themselves to death at any time. But, then there's emulation. Adam: Right. Chris: MESS is all that we have, and it's not perfect. So, wouldn't that be the first step for somebody to write a really good Astrocade emulator? I would do it, if I knew how. Adam: Yes. If there's one of you out there who's like, "Who couldn't write an Astrocade emulator?" Chris: Yes. Adam: Please, would you do me a favor and send that to me tomorrow? Chris: It's time. ...Tomorrow... [laughing] Adam: Something that I wanna get at is that MESS does work for most games. There are a few that don't work. Some of them used to work and now they're broken. MESS was updated to make it "better," and now some games don't work. I don't understand why that happened. The biggest drawback to MESS is that is doesn't support the tape. It doesn't support-- it supports BASIC, but you can't save or load programs. And since they're hundreds... there's probably over 500 programs available. And there's... many, many of those have already been archived and put on BallyAlley.com. So you can try them out on a real system, but not under emulation. And it's quite easy to use under real hardware. We'll get into that at another time too. Chris: In terms of cartridge reviews. And I'm only going to say this once. Thanks, by the way, for saying that this is our podcast Adam: Sure. Chris: I thought I was just being a guest. Adam: No. No... you're just a gas. Chris: I'm just a gas. So, should I help you pay for the the Libsyn? Adam: I think we'll be okay. Chris: All right. Adam: All of our users are going to send donations every month. Chris: Oh, that's right. Adam: [Laughing] Just kidding there, guys. Chris: So, I'm just going to say this once. And you're welcome. Review is a word I have a problem with when it comes to my own, well, stuff I write. But now, apparently, stuff I talk about. Because I associate the word review with critics. I think I was telling you the other day, Adam... Adam: Yes, you were. Chris: I would never hit such a low level of self-loathing that I would ever call myself a critic. Talk about a useless bunch. For me they'll be overviews. It's very picky. Very subjective. It has nothing to do with anybody else. You wanna consider yourself reviews-- totally respect that-- but I don't do reviews. So, either that, or I'm in some sort of really intense denial. But, personal reflections on games, reviews leaves out... when you call something a review, it leaves out the fact that taste is subjective. It's a personal thing. I can't review food for you and have you think, "Oh, now I like that food I used to hate." One's tastes in games, music, etcetera is just as personal. So, Adam was saying that there's so few of them, that we're not going to cover a game every episode. So, what we're going to do is alternate, so that you don't go completely without game "content" (isn't that a buzzword, a frequent word online now: "content"). Adam: That is. Yeah. Chris: Everybody wants content. I gotta table of contents for ya. We're going to alternate actual commercial cartridge games with commercially available tape games and even type-in programs, because there were a lot of good ones. Adam: Most of them were written in BASIC. Chris: Which is just awesome to me. Adam: Yeah. Chris: We were thinking of alternating the games stuff I was just talking about with this: Adam: The Astrocade system, well, the Bally Arcade system, as it was originally designed for home use, it had two versions. There was an arcade version, which came out in 1978 with the first game, Sea Wolf II in the arcades. And there was the version that was released for the home. It had 4K of RAM, while the version in the arcades had 16K (and some additional support), but they use the same hardware (like the data chip). They're so similar in fact, that many of the systems games were brought home as cartridges. They don't use the same code. They are not-- you can't run code for the arcade and vice-versa. You can, for instance, take a Gorf and run Gorf on Wizard of Wor hardware. It'll look the wrong direction, but you can do that. The systems are very similar in that respect. But, you can actually take an Astrocade (and it has been done before) that is a 4K unit, and actually do some fiddling with it, change the ROM a bit, give it more RAM (there's more that you have to do)-- there's actually an article about it, it was written in-depth (it's available on BallyAlley, the website). And you can make it into an arcade unit. It wouldn't be able to play the arcade games, but it would have access to 16K of RAM and that sort of thing. Chris: When you say Sea Wolf II, you mean the arcade game was running this hardware that you're talking about. Adam: Right. Chris: Much of which was also in the console. Adam: Yes. Chris: Okay. And that goes for WIZARD OF WOR, GORF, SPACE ZAP. Well, that explains why there are so many arcade perfect home versions. Adam. Um. Right. They don't share the same code, but they are very similar. The Hi-Res machine could display, in what was considered then a high resolution. The Bally display in 1/4 of that resolution. I think perhaps will have the first episode cover specifically the hardware of the astrocade. Chris: So, you are saying that this segment would cover the arcade games that used the astrocade hardware, and I find that really, really interesting (because I never knew that). I thought that they were just, you know, very similar and some of the same people created the home versions, but I didn't realize that... I never realized they were so close. Adam: So, another segment that we plan to do is called, "What the Heck?!?" It's going to focus on unusual hardware and maybe even released items, but something that, while it was released through the Arcadian newsletter or perhaps the Cursor newsletter (and maybe even one of the other small newsletters that were around for a short time for this system exclusively). When we're talking about a released product here, we are probably talking about in the tens-- the twenties. I mean, new homebrew games get a wider release than games that are considered released back then. Maybe not the games, but hardware peripherals. There was something called the Computer Ear which could do voice recognition-- sort of. But the software for that isn't available, I don't think… maybe it is. I have the hardware, but I've never tried running before. Chris: We're also gonna-- I say "we," even though Adam's knowledge about, well pretty-much all of this stuff is much greater than mine, hoping to cover the Zgrass keyboard/computer. Is that a fair description? Adam: Yeah. That's what you would read on the Internet about it. And if you can call that true, then that's what it is. Chris: Right. And not just on the WikiRumor page. Adam: Yeah. Chris: It's a very unusual system and it's worth learning about. See, you don't hear about any of this stuff anywhere else and that's what's really cool about this podcast. Everything you've got archived, everything you've learned, you just never read about it back then, you know? Adam: It was available to read about, but not in the normal sources that people read about the Astrocade. Which would have been Electronic Games and some of the other computing magazines at the time. But they didn't talk about, I mean, it was mentioned briefly... but only as a product that was supposed to come out. But, in a way, ZGrass did come out. The product, the language, ZGRASS, was available. There was a hardware system, a computer (which could cost upwards of $10,000) that used some of the custom chips that were available in the Astrocade. It was called the UV-1. It was-- I'll get more into that when I cover the Zgrass system in some future episode, which is why we're talking about it here. I would like to discover more about it. I wanna learn. I want-- I don't think I can use it, because it has not been archived. But, the documentation is available on BallyAlley. I have that. Maybe I'll go through that a little bit. It was... something to learn about and share... Chris: Yeah. Really cool. Adam: It's all about sharing, man. And caring. Okay. The Bally Arcade and Astrocade history. History of the month is something that we are going to have. It's going to start with the "Arcadians" #1, which was the first available newsletter. The "Arcadians" was a newsletter that published for just four issues. And it was published-- and it was only two pages. The first one, I think, was only front and back. Then, I think, maybe the next one was four pages, but that was only two pages front and back. It was really just a round-robin letter. It predates the "Arcadian." It was only available to a few people. These have been archived. You can read them online. I'm gonna start there. As soon as BASIC was released, it took a few months after the Astrocade came out (excuse me, before the Bally Arcade came out). Once that system came out with Bally BASIC (which required a separate BASIC interface so that you could record to tape), then Bob Fabris, the editor, said, "We've got something we can explore together. Let's do this. Let's pool our resources and come up with a way to share information. That was what they were all about. They did this very early on. That's something that interests me greatly about the system, and I want to be able to share that and compare it with knowledge of other systems that were out at the time. Chris: That's really cool. I mean, it's one of the earliest systems of any kind, that I know of, that actually did have a community. You know, that were really trying to goad each other into doing new things and write programs and stuff like that. I mean, I can't imagine there was an Altair community. I'm trying to... Adam: There was an Altair community. Chris: Oh. Well, but they were all very rich. And they had a lot of time on their hands! Adam: ...those switches, right? Chris: I hope that you're gonna to do a "What's New on Bally Alley" I know I keep going on about this, but that is just an amazing website to me. You do a lot of updates to it, so when you do add new things to the BallyAlley website. And, who knows, maybe this will give you a reason to add more things to the website. Adam: It could. The website isn't updated very frequently. I have great intentions, everyone. So, if you've been wanting to see updates, give me some motivation to do some. I don't mean send me money. We, as the two of us (and other people on the Yahoo group), we do like to BS about the system. But, there's so much information in my archives, and there are only a few people who share it with me. Basically, two other people. We're thinking about putting it up on archive.org, but some of it is kind of-- I think it should, might remain hidden from viewers, even though it might be archived there. Because, it's personal letters that, I think, probably shouldn't be shared. Because, there's personal information there. I mean, when I got the collection, there was actually checks still that were un-cashed in it that were written in the 70s. Chris: Wow! Adam: Those kind of things I did not scan. Because I was like… what? [sounds of exasperation and/or confusion], it was very strange to me. They are un-canceled, unused checks out there in some boxes that were people subscribing to the newsletter. I'm not sure why he didn't cash the checks, but... they're there! Chris: So you could have them in the archive, I guess. Adam: Right. But I don't think I wanna-- I don't think that sort of information should be shared. Chris: Oh, I agree. But, you know, I mean back then a dollar, back then, was the equivalent of fifty grand today. Don't you love it when people say stuff like that? It's like... well, you're going a little overboard. Adam: Right. [Laughing] We had to walk up and down the hill both ways... Chris: Both ways! Adam: ...in the snow. Pick up the coal from between the tracks. Chris: Any Cosby reference, I'm on! What I'm hoping... do you think that Paul is going to take part in some way in this first episode? Adam: I would like him to. If we take a long time, then probably. Chris: Well, I'm hoping we're going to hear a lot from Paul Thacker. Adam: Paul Thacker, he will definitely join us, at least, for the... if he can't make it into this zero episode, he will be in for the first one. He's a good guy. He has helped me-- more than helped me!-- he has... he is in control of archiving tapes. That is his department. After I wasn't really updating the site too much anymore (I actually had even pulled away from it), in about 2006, Paul Thacker came forward and he introduced himself to me through an email. He said he would like to help with archiving tapes. And... he really, really has. He's the leader in that department. He has contacted people to make archiving programs possible. He has followed up with people with large collections. He has archived them. Not all of it is available on the website yet, but it is... it has been done. They're truly archived. And, what's neat about Paul he has tapes that were available between users. If you're familiar with growing up with these old systems, you might have had a computer like an Atari 800 or a Commodore 64. Maybe you had some tapes that you recorded to (or disks). You would write a "Game Number 1." And then that was what you'd name the program-- even if the program was a type-in from a "Compute!" magazine or an "Antic" magazine. Chris: Oh, you would save it as "Game Number 1" Adam: This is how these tapes were. People would write one program on it... maybe, maybe even give it a clueless name, that meant nothing to either Paul or I. Paul would record the whole side. Paul would go through and say, "What's on here?" Paul would find a program. Paul would find SIX different versions of that program! Paul would find programs that had been halfway recorded over. Paul made sure to archive all of that, separately (and as efficiently as possible), document it. So, something I want to cover... there are so many topics... I should back up here, and I should say that there are a lot of topics available to anyone who is starting a podcast. Something that has to be zeroed in on (and that's not supposed to be a pun on the zero episode) is that you have to choose. You have to narrow. You have to focus. I am no good at that. I am not good at that... I can't do it. Chris: How many fingers am I holding up? Adam: Chris is holding up a finger, and I'm supposed to see one. And I'm hoping that is what he was doing-- and not giving me the finger. Chris: [Laughing] Adam: So, I would like to cover the ancestry of the Bally Arcade. Something that came up and about 2001, perhaps 2002, is someone named Tony Miller, who was responsible for working on the Bally Arcade when it was created, mentioned that the Bally Arcade's chipset is actually a direct descendent of "Space Invaders" arcade game's... the CPU for "Gun Fight". Or something to that affect. I didn't understand it then, I might be able to understand it better if I find those exact posts (which are definitely archived). Now, "Gun Fight" used the Intel 8080 CPU, which is why the Astrocade uses the Z80. Because it's compatible... sort of. The Z80 can run 8080 but not the other way around. As you can see, my knowledge of all of this is completely limited. What I just told you, is pretty much what I know. There's obviously a story there. If I could find people to interview, if I can dig into this, there is a GOOD story there. And I would like to discover it and present it. Chris: Yeah, 'cause that would mean Taito took some technical influence from Midway. Because it was Midway that added a CPU, at all, to "Gun Fight," right? So... that's pretty interesting. Adam: We'll find out, Chris. Chris: Yeah. So, I've already talked about writing new games as the next logical step once one has a lot of information about any game system, or any computer (or anything like that). So, are we going to encourage activity in the homebrew Astrocade scene? Because, there is a latent one there. You should definitely cover the two released games that we've already talked about: WAR and CRAZY CLIMBER. Those were pretty big deals. The first new Astrocade game since... what?... 1985-ish? I mean, on cartridge... Adam: It depends on how you look at it. There were actually some people in the community, who were just sending cartridges back and forth to each other, who were sharing code in the 80s. They're not considered released cartridges. Something that is available to the public… yes. Chris: In terms of talking about homebrew programming, you can also talk about people who just play around with this system, or even interview them. What do you find interesting about the… Adam: Yeah. I would like to do interviews with people who actually have a lot of experience with the system and maybe grew up with it, which I did not do. I didn't learn about it until... the 90s. About homebrew programming: I believe, and I would love to make you guys believe, that homebrew programming did not start in the 90s. I would like to let you know that homebrew programming has been around since 1975 (in my eyes) and earlier. The very, very first PCs, and by that I mean "Personal Computers," not "IBM Personal Computers," (alright?)... these systems were programmed in people's living rooms, in people's kitchens. If that is not homebrew programming, I don't know what is. Chris: Right. Adam: These people were learning for the sake of learning. They were playing for the sake of the experience of touching the hardware, learning the software-- they weren't doing this for work, they were doing this for pleasure. This is the same exact reason people are homebrewing games today. They were doing this back then. An insight that you get to see very clearly is in the in the "Arcadian" newsletters, and in the "Cursor" newsletters as well, is people want to teach other people. They are about sharing. They are about, "Hey I wrote this. This is great. You guys should type it in and try it out... and if you find out anything about it, let me know what you think. If you can add something to it… if you can cut off six bytes and add a sound effect, please do that, because there's no sound." These people wanted to help each other, and through that it is available in archives, and we can look at this and learn today. I would like to have that happen, so that people of today, people who have the knowledge, have modern computers that can cross-compile and create new games-- that would be neat... to me. Chris: Yeah. Adam: It has been neat, went two have been released already. But, even if new games don't get created, what about MESS? Let's make that better. Chris: Before we go any further, I think you should "share" your email address so that you get feedback. Adam: My name is Adam, and you can reach me at ballyalley@hotmail.com Chris: You can private message me on AtariAge. I'm chris++. Adam: Now we expect to get loads of email. We are gonna be clogged. We're going to have to have the first episode be nothing but reader feedback. Chris: I'm telling ya, we really got a good thing going, so you better hang on to yourself. Adam: [Laughing] Chris: That's a Bowie quote. Well, before we wrap this up, let's cover the obvious thing. How did you get so involved in the Bally Arcade/Astrocade? Adam: When I first began collecting some of these older consoles and home computers... I never stopped playing them, but when they started becoming available for a quarter, I said, "You know, why don't I just buy each one of them." I had a very large collection for awhile, until I finally gave some of it to Chris... got rid of most of it, and... I am glad I did, because now I play the games I own. What I don't play, I get to eventually. In about 1994... '93... I read about this system in one of the books I had that was from the early 80s that covered the Zgrass, actually. It was the system, I was like, "I want to get a Zgrass, that'd be neat." I don't have one. I did find out that it was related to the Bally Arcade. From there... I wanted one. I found my first one for a quarter. I picked it up at a flea market. Chris: Oh. Adam: It came with a few games. In fact, I saw the games first, and I was like, "How much you want for these?" Each game was a quarter. I think there was four or five of 'em. Then I saw the system, but I didn't have that much money with me. I had like a dollar left or something (I'd already bought some other things). I was talking to a friend that I'd gone with, and he said, "Why don't you go back there and offer him your buck for it?" I went back, and I said, "How much do you want for the game (the system)?" And he goes, "A quarter." Chris: Wow. Adam: So, I still had change to go by another: 2600, an Intellivision... no... [laughing] But, I didn't find anything else that day. Chris: Those were the days before you people let eBay ruin that part of the hobby. Adam: So, I did know that there was an "Arcadian" newsletter. But, I was a member of an Atari 8-bit user group here in town. It so happened, I was bringing it up... talking with someone there, and they said, "Oh, I've heard of that!" I'm like, "Oh, you've heard of the Bally?" They said, "Oh, sure. You should talk to Mr. Houser" (who was the president of the Atari club). Then he said, "I think he wrote some games for it." I said, "Hmm. That sounds interesting." So, I approached him. By 1994, there were very few users left in the Atari 8-bit group. Who was left, we all knew each other very well (or, as well as we could-- even though some of us only knew each other from meetings). We started talking. He told me that he'd been involved with the "Arcadian." He had published tapes. He had something called "The Catalog" [THE SOURCEBOOK], which I now know was the way most people order tapes (but, back then I didn't). He kept track of all this, and he still had all of his things. He invited me over one Sunday afternoon and he showed me what he owned, which was... pretty-much everything for the Astrocade that was released. We went through it one Sunday afternoon, and his son (who was in his early 20s) shared his memories of the machine. I fell in love: I thought, "Wow, this system is great!" While I was there Mr. Houser, his name was Richard Houser, he said, "Hey, you know what... we should call up Bob." I said, "Bob, who?" He said, "He was the person who used to publish the "Arcadian." I said, "... Really?" He's like, "Yeah, let's call him." So, he called up Bob. They chatted a bit (for a while) and he told him who I was-- I didn't talk to Bob. But, he was available back then. I thought that was great, so I wrote Bob a letter. I said, "Would it be okay if I get some of your information..." Later on, in the late-90s, he gave me permission to do that. At the time, I just said, "Hey. Here I am." What's really neat, is I started sending him ORPHANED COMPUTERS & GAME SYSTEMS (which was a newsletter I did in the early-90s. After three issues, Chris, here, joined me on board). I sent them to him. When I bought the Bally collection from him, those issues that I'd sent to him brought back to me. Which, was, like, this huge circle... because it came through several people, in order to come back. I found that really neat. Chris: Yeah. Adam: Eventually, with Chris, we discovered the system together. We played around with it. What was it...? About 2001, I started BallyAlley.com. It doesn't look great now, and it looked worse then. Now, here I am... having a podcast. How about you, Chris? Chris: I never stopped playing all the way through either. You know? Adam: Why should've we? Chris: Well, yeah. I kept playing the old games through the period when they started to be called "classic" and "retro." This happened at some point in the mid-90s. Adam: During the HUGE crash during in the 80s (that none of us saw). Chris: Yeah... that none of us knew about, except for the great prices (which I attributed to over-stock). Adam: I didn't even think about it. Chris: Well, they weren't all cheaper. Even into '83/'84, I remember spending thirty-odd dollars on PITFALL II: LOST CAVERNS for the 2600. Adam: Yeah, right. I got that for my birthday, because it was $30... and I didn't have $30, I was a kid. Chris: Right. 'Cause... that was about two-million dollars in today's money. Adam: Also, for us, I think, we went onto computers, like many people our age at the time. So, we sort of distanced ourselves. The prices for computer stock stayed about the same, as they had for Atari cartridges, and things like that. Chris: That's a good point. Yeah. In coming across "classic," after I hadn't really stopped playing my favorites (and discovering new favorites, thanks to the advent of thrift shops and video games at Goodwill, and stuff), I'd read that and say, "Oh, they're classic now. Oh, all right. If you say so." I thought that was really funny. So, by the late 90s, I thought I was the only person on earth (not literally, but pretty close) who is still playing these "old" videogames. All I had when we started hanging out again, Adam, was an Atari 2600 and a Commodore 64. That was all I wanted. I didn't want to know about anything else, I didn't want to know about this new CD-ROM, with the "multimedia." Adam: So, let's... this time period would have been...? Chris: This is 1997. By this point, I had been writing my own articles and essays for my own amusement (saving them as sequential files on 1541 floppies using the Commodore 64). I wrote a file writer and reader program. I thought I was the only one doing nerdy stuff like this, but I had fun doing it. And I was still playing all the old games, picking 'em up for a buck or less, while making my rounds at the thrift shops and at Goodwills and everything like that. I was in a subsidiary of Goodwill that was attached to the largest Goodwill store in Albuquerque. I ran into a buddy of mine, from ten years previous. He and I have been freshman in high school, and then I went to another high school and lost touch with all of my friends. This guy's name, if you can believe this goofy name, was Adam Trionfo. The store had an even goofier name: the U-Fix-It Corral, but then it changed into Clearance Corner. Is that right? Adam: Correct. Yes. Chris: Adam was working there. So, I'm going through a box of... something... from the 80s. He came over, "Are you Chris?" I said, "Yeah. Adam?" He and I, you know, sort of shook hands. I said, "Well, that's cool, you're working at Goodwill." "Yup." Then I left, and I never saw him again... Adam: [Laughing] Untill today. Chris: Until today. That's why it really sounds improvised here. He gave me a newsletter he had written about... old videogames (and they weren't even all that old yet, at the time). He started ORPHANED COMPUTERS & GAME SYSTEMS (on paper, kids!) in 1994. I asked him, "So, you write about video games too?" He said, "Yeah." We started hanging out playing games... a lot. I didn't know anyone else at the time who liked to play Atari 2600 and Commodore 64 games. He eventually nudged me to the Internet (or, dragged me... kicking and screaming). When I encouraged him to start up his newsletter again, he said he would if I'd collaborate. We did that for couple of years. Sent out a lot of paper issues. Had a ball writing it. Going to World of Atari 98 (and then CGE 2003). Using interviews that we had conducted at those to feed the material for the newsletter. In 1999, it became a website. We've actually been pretty good about adding recent articles... Adam: Recently. Yeah. Chris: ... which is good for us. I don't know what any of this has to do with what you asked me. In 1982, we took a trip back East to Buffalo to visit family. My mom's sister's best friend had a son named Robert, who was a couple of years older than me (I was ten, he was probably twelve or thirteen). He was the kid who first showed me Adventure. Adam: Never heard of it. Chris: Summertime of '82 [mumbling/talked-over??] I got my mind blown by it. This same guy, Robert, took me into his basement to show me his Atari computer (I believe). He said not to touch it, because he had a program in memory. He was typing in a program and he had a magazine open. That's all I remember. I wish I had focused on the model number or which magazine it was. It looked like all of this gobbledygook on the screen. I was absolutely captivated because-- who didn't want to make his own videogames? I'd been playing Atari VCS games since February of '82. It became an obsession with me, on par with music (believe it or not). He said not to touch it because he hadn't saved it yet. I said, "How do ya save it?" You know what I mean? I didn't ask him any smart-ass questions: "Okay, ya gonna take a picture of the screen?" Adam: [Laughing] Chris: He said, "I save them on these." He showed me just a normal blank cassette, like you would listen to music on. That just entranced me: all of these innocent music cassettes hiding videogames on them. Adam: [Laughing] Chris: I learned how to program in BASIC that summer from a book checked out from the library. I mean, I just really got interested in talking to this new thing. This home computer: the microcomputer (as it was called quite often). The "micro" to separate them from "mainframes," because, you know, a lot of our friends had mainframes in their bedrooms. Adam: Right. Chris. Then he brought me over and showed me one more thing before we had to go. This was the Bally Professional Arcade. I thought it was one of the most amazing things I've ever seen. We played THE INCREDIBLE WIZARD. He let me play for a little while. I said, "This is just like WIZARD OF WOR!" He said, "Yeah, it is." I can't remember if he had an explanation, or had read an explanation, of why the name was changed. That was my only experience with the Astrocade. I loved the controller. To this day, it is still one of my favorite controllers. I love the trigger thing, and I love the combination of a joystick and a paddle in one knob on top of it. I didn't see another Astrocade until I started hanging out with you again in '97. It figures that you were able to collect all of that amazing stuff because you worked at Goodwill. Adam: I didn't use that to my advantage. Chris: [sarcastically] I'm sure you didn't! Adam: I wasn't allowed to do that. Chris: Yeah, well, I'm sure you didn't steal it... Adam: No. Chris: But I mean, come on!, you probably made note of what came in. Adam: There was actually a rule that I had to follow. When anything came in, it had to sit on the shelves for 24 hours before it could be purchased by an employee. That didn't mean we had to show everyone where it was, but it had to be out. And, that was true: it was out. That didn't mean we said... (because there were people that came in every single day, just like I used to like to go around too). It would be on the shelf, but that didn't mean it would be right on the front shelf, saying, "Buy me please, Atari game collector." It was in the store somewhere! Chris: You put it in the back, near the electric pencil sharpener! Adam: No, I didn't hide it either. I didn't want to get in trouble. Chris: Nah. I know. Adam had an original Odyssey with all of the layover-- the "layovers?" With all the airplane stops. No, with all the overlays. Adam: [Laughing] Chris: Which, is pretty amazing! You had an Odyssey, with original 1972 Magnavox console, with everything else: an Intellivision, he had an Odyssey 2 (with boxed QUEST FOR THE RINGS)... and... Adam: I had 43 different systems. Chris: Holy cow! Adam: I am so glad that I don't have that anymore! Chris: That is a lot for an apartment. Adam: So, now I have a few left. Chris: Yes, folks, he does have an Astrocade. Adam: I do. Chris: He does have all of the original cartridge games for it. I think you got all of them? Adam: I had them, but now I have a multicart. I got rid of most of them. I feel... I kept some of my favorites. I kept my prototypes. Chris: Which is cool. Obviously, you have WAR and CRAZY CLIMBER. Adam: Right. Chris: THE INCREDIBLE WIZARD. Adam: I think, I have number 2's, because the programmer got number 1's. Chris: That's pretty cool. Adam: Yeah. But, honestly, I don't care about the numbers on them. They were hand numbered, because collector seem to like that. Personally, since I did the numbering, I found it annoying. Chris: Well, there were fifty sold? Adam: There were fifty each. Yeah. There was a run of 20 for WAR, because we didn't have any cartridge shells. We got more, and we did the second run. The run of CRAZY CLIMBER was always 50. It was released all at once. Chris: You have number two, and [sarcastically], that's a collectors item.. Adam: Right! Chris: ...if anyone knew what it was. Adam: I should have got number 0! Think of this, this episode is a collector's item already! Chris: You taught me a great deal about the Astrocade and how it worked. You've told me some things that I just find... so cool. Like, you had to use the screen for code, because part of your available RAM was the Screen RAM, right? (And still is.) Adam: Under BASIC, that's correct. Chris: That's how I became even more interested in the Bally Arcade/Astrocade. Adam: We are about finished wrapping things up here. Just for the last few things to say. We are going to have an episode every two weeks (or so). So, that would be bimonthly. I hope you guys... if you have any ideas that you want to come up with, will send in some feedback. If we get no feedback by the first one, that's okay... because we expect... a couple of people... to listen to this. Chris: Thanks for listening, and thanks for inviting me along, Adam. Adam: Good to have ya! [End of episode]
Computer Space (1971). The first commercial video arcade game, even pre-dating Atari’s Pong. It was created by Nolan Bushnell and Ted Dabney’s first company, Syzygy, and manufactured and sold by Nutting Associates. Monty Singleton and retro gaming expert Carrington Vanston launch deep into Computer Space, phone Nolan, and explore the history of the Utah amusement park that inspired it all, Lagoon. Insert Coin Player’s Guide: VintageComputing.com Bushnell Interview. Computer Space MAME Cabinet Nutting Associates Computer Space Brochure Cornershop – Brimful of Asha Music Video See Computer Space in the Jaws Beach Arcade. White Prototype Computer Space Cabinet in Soylent Green (where is it now?) Computer Space Owner’s Manual Computer Space Gameplay video. Ted Dabney Interview, Retro Gaming Roundup Episode 24 (Oh She’s Doing Fine) Ted Dabney Interview Transcript from Retro Gaming Roundup Walt Disney: The Triumph of the American Imgination (audio book) Computer Space Simulator YouTube video of the Computer Space Simulator The Ultimate Computer Space Fan Page Star Trek (Computer Space Bootleg) Rare brown Computer Space Near Menlo Park in California? Eat at the Dutch Goose, where it all started. Lagoon Park Documentary by KUTV NEWS 1987 and KTVX NEWS 1995 Lagoon Amusement Park Documentary KSL-TV PrimeTime Access Part 2 Lagoon Amusement Park Documentary KSL-TV PrimeTime Access Part 3 Lagoon Park Documentary by PM Magazine Utah - 1986 Lagoon Amusement Park – 1992 High Diving Show – Dive Contest Come be a part of the show! Send a review or story of your favorite arcade game to: Monty@InsertCoinHistory.com or facebook.com/groups/InsertCoinHistory and we’ll include it when we review your game. Driving or running? Call our automated review line and leave us a voice mail review at 760-ICT-TOYS. Insert Coin Reviews is sponsored by Insert Coin Toys. Reimagine arcade classics for future generations.(Facebook.com/InsertCoinToys, Twitter.com/InsertCoinToys). And, YOU! Through Patreon.com/InsertCoin. Thank you for sponsoring our show! Listen on iTunes! Listen on Stitcher!