00:00SPEAKER- We went on a bike ride, that was nice.
00:01SPEAKER- Wait, yeah, you're one of them.
00:03SPEAKERYou're one of the people that got in the way
00:06SPEAKERof my trip outside of the house.
00:07SPEAKER- What?
00:08SPEAKER- I walked to the park.
00:10SPEAKER16 days in the house and I was like,
00:12SPEAKERI need to go outside and get a walk.
00:13SPEAKERI need some movement, I need to have any blood flow.
00:16SPEAKERSo I walked to the park for about five minutes.
00:19SPEAKERThen there were so many people biking and jogging
00:21SPEAKERand huffing and puffing all over the place
00:23SPEAKERthat I turned right around and came home.
00:25SPEAKER- One of the things I've found,
00:26SPEAKER'cause we go on a couple, two, three bike rides a week,
00:29SPEAKERis that different people have very different ideas
00:32SPEAKERof what the four meters is.
00:35SPEAKER'Cause we're bad at metric in the US.
00:37SPEAKERSo like my idea of four meters being based in science
00:40SPEAKERand reality is about 12 or 13, about 15 or 16 feet.
00:44SPEAKERMost people's idea of four meters is like two arm lengths
00:47SPEAKERaway, which is not sufficient for social distancing
00:50SPEAKERguidelines in my world.
00:51SPEAKER- I think you should just do what Mike Micah does
00:53SPEAKERand stay in the basement.
00:54SPEAKER- That's what I do.
00:54SPEAKERI mean, why would I leave?
00:55SPEAKER- I know, look at, people can't see it.
00:57SPEAKERThis is gonna play very well on an audio show.
01:00SPEAKERIf you could see the room that he's sitting in right now,
01:02SPEAKERI would never leave that room either.
01:04SPEAKER(upbeat music)
01:27SPEAKER(upbeat music)
01:36SPEAKER- Welcome to another episode of Brad and Will Made a Tech Pod.
01:40SPEAKERI'm Will.
01:41SPEAKER- I'm Brad, right there in the episode, in the show title.
01:43SPEAKER- It's like your name is in the title.
01:45SPEAKER- I know.
01:46SPEAKER- You're a headliner.
01:47SPEAKER- Almost like we planned it that way.
01:48SPEAKER- We didn't plan it that way at all.
01:50SPEAKER- Oh no.
01:52SPEAKER- This week though, as you may have guessed
01:53SPEAKERfrom the cold open, we are joined by a very special guest.
01:55SPEAKEROne, Mike Micah.
01:58SPEAKERHe is the studio head of Digital Eclipse
02:00SPEAKERand a board member of the Video Game History Foundation
02:02SPEAKERand a long time, he's a friend of the pod
02:04SPEAKERthat has been a friend of the pod so long.
02:06SPEAKERHe's been a friend before there was a pod.
02:07SPEAKERYeah, way before.
02:09SPEAKERWelcome to the show, Mike.
02:10SPEAKERThanks for coming on.
02:11SPEAKER- Oh no, this is great.
02:11SPEAKERIt's, you know, with everything that's going on,
02:14SPEAKERthis is like one bit of normalcy
02:16SPEAKERthat usually would have been a little harder,
02:17SPEAKERlike not so normal before,
02:18SPEAKERbut now it feels like I can actually connect with people
02:20SPEAKERby doing these.
02:22SPEAKER- The human contact, it turns out,
02:23SPEAKERfrom a hour-long podcast is really nice.
02:26SPEAKER- Yeah, you know, we will take what social interaction
02:28SPEAKERwe can get these days in whatever form.
02:30SPEAKER- Exactly.
02:33SPEAKER- So I have to ask right off the bat,
02:35SPEAKERwhat does it feel like to be a board member?
02:37SPEAKER- Oh, you know, I've always dreamed of being a board member
02:40SPEAKERbecause I've heard of other people being board members,
02:42SPEAKERlike Ed Fries, for instance, who's from Microsoft.
02:44SPEAKERHe's on the board of like every tech company in the world
02:47SPEAKERand he seems to be having a lot of fun.
02:48SPEAKERSo I kind of wanted to do that.
02:51SPEAKERI don't know really, all I know is like,
02:53SPEAKERI get asked a lot of questions
02:54SPEAKERand I just say a lot of opinions
02:56SPEAKERand then I get asked to do things a lot.
02:57SPEAKERAnd then I usually buy food too,
03:01SPEAKERif we have meetings in person,
03:02SPEAKERbut we don't do that anymore, so I save money.
03:04SPEAKER- Do you get to say, did you get to say things like,
03:08SPEAKER"We need to increase productivity 30% by February
03:11SPEAKERor else we're going to shut the whole thing down
03:13SPEAKERand then bang your fist on the table?"
03:15SPEAKER- You know, I do that, but it's so out of context
03:17SPEAKERthat people just look at me funny.
03:20SPEAKER- You're living the dream.
03:21SPEAKERYou just get to have opinions and people care about them.
03:24SPEAKER- That's exactly what it is.
03:25SPEAKERI mean, essentially it's just,
03:27SPEAKERI think from my perspective,
03:29SPEAKERit seems like a board member is just somebody
03:30SPEAKERwho's done a lot of something that's important
03:32SPEAKERto the people who ask you to be on the board.
03:33SPEAKERSo in this case, with the Video Game History Foundation,
03:36SPEAKERI know a lot about classic games and finding old games
03:39SPEAKERand finding source code and weird stuff.
03:41SPEAKERSo that kind of became important, I guess.
03:44SPEAKER- Yeah, like honestly, in all honesty,
03:46SPEAKERyou having done a lot of something
03:47SPEAKERis exactly why we wanted to bring you on.
03:50SPEAKERAnd that's something, of course, is making games,
03:53SPEAKERgetting your hands on games for a very long time.
03:55SPEAKERWe talked about your basement setting there in the intro,
03:59SPEAKERbut it's just a who's who of Dragon's Lair posters
04:03SPEAKERand Street Fighter II machines.
04:04SPEAKERAnd I see you post pictures of that place
04:08SPEAKERon Twitter all the time,
04:09SPEAKERand it looks like the most comforting room
04:12SPEAKERon the planet to me.
04:13SPEAKER'Cause it's literally just wall to wall,
04:16SPEAKERold computers, old games, old arcade hardware,
04:19SPEAKERold CRTs, honestly, when I think who's an expert
04:23SPEAKERin old games in the Bay Area,
04:25SPEAKERyou're definitely one of the first names that comes to mind.
04:28SPEAKER- Oh, thanks.
04:29SPEAKERIt's one of those things I think I was born to do.
04:31SPEAKER(laughs)
04:32SPEAKER- So I guess we kind of wanted to just kick this thing off
04:34SPEAKERwith just a little background on how you got started
04:36SPEAKERand all this stuff in terms of what your earliest experiences
04:40SPEAKERwere making games like coding,
04:42SPEAKERgetting your hands on old computers,
04:43SPEAKERlike what platforms, what languages,
04:45SPEAKERlike how you got into programming and stuff like that.
04:48SPEAKERI'm just kind of curious,
04:49SPEAKERlike when you got your start and how.
04:51SPEAKER- Okay, I mean, it was a long time ago.
04:53SPEAKERI was probably in, oh, it was like third grade,
04:56SPEAKERwhatever year that was, 1980 something.
04:59SPEAKERAnd I was a huge fan of arcade games.
05:03SPEAKERAnd it was one of those things where everything,
05:05SPEAKERit was that time when everybody had an arcade machine.
05:08SPEAKERSo you could go to laundromat,
05:09SPEAKERyou can go to like a restaurant,
05:11SPEAKERyou can go like go play tennis or whatever.
05:13SPEAKERThere's always an arcade machine within like 10 feet
05:16SPEAKERof wherever you were, there's everywhere.
05:18SPEAKERAnd so I got really into arcade games
05:20SPEAKERlike everybody else did back then.
05:22SPEAKERAnd one day it was, I think it was third grade actually,
05:28SPEAKERjust out of the blue in class,
05:30SPEAKERthey wheeled in an Apple II on a little rolling cart.
05:34SPEAKERAnd it was kind of cool.
05:35SPEAKERIt looked like it was from the future and everything.
05:37SPEAKERAnd they were talking about everything it could do.
05:39SPEAKERAnd I was kind of excited, but like, I'm still like,
05:41SPEAKERhardcore video game nerd,
05:42SPEAKERdidn't realize there was a connection yet
05:43SPEAKERuntil my teacher brought up that she was saying,
05:46SPEAKERoh, you can keep records on this.
05:48SPEAKERYou can do all this other stuff.
05:49SPEAKERIt was all boring.
05:50SPEAKERAnd then she's like, oh,
05:51SPEAKERand this is what you use to make video games.
05:52SPEAKERIt's like those games you guys like to play.
05:54SPEAKERAnd then like, my mind just like froze in that moment.
05:56SPEAKERIt's like, wait, what did she just say?
05:58SPEAKERAnd so she continued to talk about everything else,
06:00SPEAKERbut I kept raising my hand going like,
06:02SPEAKERso what do they use to make video games on it
06:03SPEAKERand all this kind of stuff.
06:04SPEAKERShe didn't know how to answer it.
06:05SPEAKERSo my friend who was also just as crazy as I was,
06:08SPEAKERconvinced to stay in on recess or during recess
06:11SPEAKERto use the computer and try to figure out
06:13SPEAKERhow to program on it.
06:14SPEAKERAnd over like, I'd probably say like half that school year,
06:18SPEAKERwe started to teach ourselves how to program.
06:20SPEAKERWe would get these books from my friend's brother
06:23SPEAKERand we would just sit down with them
06:24SPEAKERand try to type in stuff and learn how to do it.
06:25SPEAKERAnd by the end of it,
06:27SPEAKERwe had like these little games that we had made
06:29SPEAKERand I was already,
06:30SPEAKERI was just already going crazy over that and addicted to it.
06:34SPEAKERBut all that while I still didn't have a computer at home.
06:37SPEAKERSo the other thing that would happen is like,
06:39SPEAKERmy parents would go shopping to this department store
06:42SPEAKERand they would always take like two to three hours.
06:45SPEAKERAnd so now that I had started to learn how to use computers,
06:47SPEAKERI would go to the computer section and that time
06:49SPEAKERthey would always have the big eight bit computers
06:51SPEAKERaround this big circle and you could try every one of them.
06:53SPEAKERThey're all just on.
06:54SPEAKERAnd none of them really had anything on them
06:55SPEAKERother than their prompts.
06:56SPEAKERLike when you started up,
06:57SPEAKERit would always say like ready or whatever
06:58SPEAKERand you could just type on it.
07:00SPEAKERThey would occasionally pull down games
07:01SPEAKERif you asked to look at something and they put it in there.
07:04SPEAKERBut since I knew how to start programming
07:06SPEAKERa little bit on the Apple too,
07:07SPEAKERI decided I tried doing that with the Commodore 64
07:09SPEAKER'cause it looked like it had some pretty cool stuff on it.
07:11SPEAKERIt was kind of cool because the department store
07:13SPEAKERright in the middle of the computer section
07:14SPEAKERwas right next to this book section
07:15SPEAKERwhere they would sell books.
07:16SPEAKERAnd in that area, they had a whole bunch of like
07:18SPEAKERcreating games on home computers.
07:19SPEAKERSo I would grab those books,
07:21SPEAKERtype in things over on the display models
07:22SPEAKERand within that two hours,
07:23SPEAKERI'd learn some stuff every single time.
07:25SPEAKERAnd one time when my dad came to grab me before we left,
07:29SPEAKERhe came by and I was playing this little "Moon Patrol" game.
07:31SPEAKERHe's like, "Oh, which game is that?"
07:32SPEAKERI'm like, "It's a game I made."
07:33SPEAKERHe's like, "What?"
07:35SPEAKERI'm like, "Yeah, I made it like this."
07:36SPEAKERI showed him how I did it.
07:37SPEAKERAnd then literally like one week later,
07:39SPEAKERwe had a Commodore 64 at home.
07:40SPEAKERMy dad was just like super cool.
07:42SPEAKERHe's like, "Just keep doing that thing you do
07:43SPEAKERwhere you're making that stuff."
07:44SPEAKERAnd I'm like, "All right."
07:46SPEAKER- That's awesome.
07:47SPEAKERBudding child entrepreneur.
07:50SPEAKERWhat kind of, let me preface this question
07:52SPEAKERby saying I am asking these questions
07:54SPEAKERfrom the position of a layman.
07:55SPEAKERSo forgive any ignorance or naivete,
07:58SPEAKERbut like what kind of languages
07:59SPEAKERwere you working with back then?
08:00SPEAKERWas it just like basic and stuff like that?
08:02SPEAKEROr was it easy to get like actual access to the hardware?
08:05SPEAKER- Everything back then pretty much used basic
08:08SPEAKERas a starting point.
08:09SPEAKERAnd so I learned basic like everybody else.
08:11SPEAKERBut then I remember there was a few things I would get,
08:15SPEAKERlike we would trade a lot of software.
08:17SPEAKERAnd one of the biggest trading places,
08:21SPEAKERusually back then was on bulletin boards
08:23SPEAKERand also just people you would know,
08:24SPEAKERyou'd trade games like pirate games and all that stuff.
08:27SPEAKERAnd I remember I was talking to this whole other thing too.
08:31SPEAKERI was talking to this older layer named Mrs. Cripps,
08:34SPEAKERwho was the neighborhood software pirate.
08:36SPEAKERShe was like 80 years old.
08:38SPEAKERShe was a chain smoker.
08:39SPEAKERAnd all the kids in the neighborhood
08:40SPEAKERride their dirt bikes to her house.
08:42SPEAKERSo her dirt, her front lawn was always covered in dirt bikes.
08:45SPEAKERAnd inside there was just stacks of drives
08:47SPEAKERand just games getting copied constantly.
08:49SPEAKERAnd she would always be in the corner chain smoking
08:51SPEAKERand playing this game called Ultimate Wizard.
08:53SPEAKERAnd she had a really ravely voice and it was kind of crazy.
08:59SPEAKERAnd my friend introduced me to her and she told me like,
09:04SPEAKERI can only come there if I had things
09:05SPEAKERto give or contribute or trade.
09:07SPEAKEROtherwise don't bother coming.
09:09SPEAKERAnd so at first I made these levels in Ultimate Wizard
09:13SPEAKERthat I would give her and she loved that.
09:14SPEAKERSo she's like, you can have whatever you want.
09:15SPEAKERAnd then like later on, she got bored of that.
09:17SPEAKERSo I started making games, but it'd be in basic
09:18SPEAKERand she didn't really like them.
09:20SPEAKERSo then one of the guys I met there said,
09:22SPEAKERI should talk to this guy named,
09:24SPEAKERhis handle was Riff Raff.
09:25SPEAKERHe knows assembly language.
09:27SPEAKERI'm like, it's like, it's machine code.
09:29SPEAKERIt's talking like you speak to the machine directly
09:32SPEAKERand it makes everything faster.
09:33SPEAKERAnd I'm like, what?
09:34SPEAKERSo like he introduced me to this guy named Riff Raff,
09:35SPEAKERwho I never knew his real name.
09:37SPEAKERI know that he worked eventually for like NEC
09:39SPEAKERand then he did some stuff for like Activision later.
09:42SPEAKERI eventually learned his name,
09:43SPEAKERbut I always remember as Riff Raff now.
09:45SPEAKERAnd so I met this guy first on a BBS and we're talking,
09:50SPEAKERhe sent me some samples of machine language
09:52SPEAKERand I kept asking all these questions.
09:53SPEAKERHe was a little annoyed at first,
09:55SPEAKERbut then I kept asking all the right questions.
09:57SPEAKERAnd eventually I was able to like start coding
09:59SPEAKERreally cool things in machine language
10:01SPEAKERthat he was kind of teaching me.
10:02SPEAKERAnd he recommended a few books to me.
10:03SPEAKERAnd so I started, I went from basic to machine language
10:06SPEAKERand there was a little step in the middle
10:07SPEAKERwhere I understood how basic worked.
10:10SPEAKERAnd then I would do a little bit
10:10SPEAKERof machine language with basic.
10:12SPEAKERAnd then I would do a little bit more machine language,
10:14SPEAKERa little bit more machine language.
10:15SPEAKERAnd eventually I just did everything in machine language.
10:17SPEAKERSo at that time was 6502 machine language.
10:20SPEAKERAnd when you talk about machine language or assembly,
10:21SPEAKERyou're usually referring to the language
10:23SPEAKERthat the processor speaks.
10:25SPEAKERIn this case, it was 6502 that I understood,
10:27SPEAKERwhich was not too different from say a Z80,
10:29SPEAKERwhich would end up being in the Game Boy or the Spectrum.
10:32SPEAKERAnd there's a very popular processors back then.
10:34SPEAKERThere's like the 6502 and it's family of processors.
10:36SPEAKERThere was the Z80 and it's family of processors.
10:38SPEAKERSo I grew up with a lot of 6502 assembly.
10:41SPEAKERAnd that was kind of my transition to more grownup stuff.
10:44SPEAKER- Okay.
10:45SPEAKERI had intended to ask you if you ever did the thing
10:47SPEAKERwhere you typed code in from the back of a magazine
10:49SPEAKERor like recorded it from the radio in like analog form,
10:51SPEAKERbut like, it sounds like you blew right past that stuff.
10:55SPEAKER- Wait, you recorded stuff from the radio?
10:57SPEAKER- Oh yeah.
10:59SPEAKEROh, heck yeah.
11:00SPEAKERNot only that, my uncle was a ham radio operator
11:03SPEAKERand they had a channel where somebody would broadcast
11:05SPEAKERwares, games, over this channel.
11:08SPEAKERAnd you would record it on tape
11:09SPEAKERand you could load it into your Commodore 64.
11:11SPEAKERSo we're getting wares from like Russia
11:13SPEAKERor something like that.
11:13SPEAKERAnd we're loading them on a Commodore 64.
11:16SPEAKER- I've heard of the radio stuff,
11:18SPEAKERbut I've never thought about harnessing a ham radio
11:20SPEAKERfor that purpose.
11:21SPEAKERThat is some real like post-apocalyptic piracy.
11:24SPEAKER- I just can't believe that there was an elderly lady
11:27SPEAKERin your neighborhood who had a ratioed pirate house
11:30SPEAKERfor software in the 80s.
11:31SPEAKERThat's like, just my mind is exploding here.
11:36SPEAKER- Greet from XXX, Mrs. Crips, XXX.
11:40SPEAKER- Her son ran this bulletin board
11:41SPEAKERthat was a very popular zero day wares board.
11:43SPEAKERAnd I remember, I don't remember the name right now,
11:45SPEAKERbut I remember bringing it up like years ago.
11:47SPEAKERAnd one of the guys in a business meeting was like,
11:49SPEAKERI used to go to that board all the time.
11:51SPEAKEROh my God.
11:54SPEAKER- I really appreciate that everybody's entrance
11:56SPEAKERinto early game development
11:57SPEAKERseems like it's a comic book character origin story,
12:00SPEAKERlike chain smoking old lady, like the shadowy dude
12:02SPEAKERnamed Riff Raff.
12:04SPEAKER- Well, I mean, the thing that's weird about this now
12:07SPEAKERthat we don't think about now,
12:08SPEAKERespecially people who are coming up now don't realize
12:10SPEAKERis that like I lived in Northeast Tennessee
12:12SPEAKERand there wasn't really any place
12:14SPEAKERthat sold computer software outside of like Word Perfect
12:18SPEAKERand stuff like business software.
12:21SPEAKERSo if you wanted to get games,
12:22SPEAKERthe computer show came around twice a year.
12:25SPEAKERAnd other than that,
12:26SPEAKERit was either you had a friend who had access to some BBS
12:29SPEAKERand you brought him some floppy disks
12:30SPEAKER'cause he'd bring you back games or there was nothing.
12:33SPEAKERLike you couldn't go to GameStop.
12:37SPEAKER- It's true.
12:37SPEAKER- Yeah.
12:38SPEAKER- Yeah, like I kinda, I mean,
12:39SPEAKERit sounds like you touched on this a little bit.
12:41SPEAKERYou got your hands on books,
12:42SPEAKERyou track down people that knew stuff
12:44SPEAKERthat they could tell you,
12:45SPEAKERbut like it's so hard for me to visualize
12:47SPEAKERin the pre-internet kind of before era,
12:50SPEAKERhow you would access like repositories
12:52SPEAKERof knowledge like that.
12:53SPEAKERLike it's just, it's such an esoteric and arcane subject
12:56SPEAKERto dive into without all the incredible amounts of knowledge
13:00SPEAKERat our fingertips these days.
13:01SPEAKERLike it seems like that must've been like,
13:03SPEAKERjust kind of hard scrabble,
13:04SPEAKERlike learn what you can, where you can.
13:05SPEAKER- Oh yeah, so you mentioned computer groups before.
13:08SPEAKERI would go to computer groups with my dad
13:09SPEAKERand there was this one called the Ford,
13:11SPEAKERit was the Ford Commodore User Group,
13:13SPEAKERI think is what it was called.
13:14SPEAKERIt was Ford Motor Company.
13:15SPEAKERAnd you never really met the people who made games,
13:19SPEAKERbut in Michigan where I grew up,
13:21SPEAKERthere was a lot of people
13:22SPEAKERwho did create a lot of software around there
13:23SPEAKERand they created a lot of like bulletin board system software
13:26SPEAKERand stuff like that.
13:27SPEAKERSo they would tour around to these user groups.
13:29SPEAKERI remember, I think it was,
13:31SPEAKERI think that was the user group that Peter Molyneux
13:33SPEAKERfor some reason was in the US touting something
13:36SPEAKERfrom, they was working on for either the Commodore
13:38SPEAKERor the Amiga or something like that that was coming,
13:39SPEAKERor no, it was Commodore 64 I think.
13:41SPEAKERAnd he managed to just come by this user group.
13:44SPEAKERAnd like, before I even knew who he was
13:46SPEAKERor anything like that, like it was years later,
13:47SPEAKERI'm like, wait, why was he there?
13:50SPEAKER- You experienced the rare 80s Molyneux?
13:52SPEAKER- I remember his hair was like coming out of like,
13:53SPEAKERhe looked like a Krusty the Clown almost.
13:56SPEAKERAnd you know, it was just like one of these things
13:59SPEAKERwhere these people kind of come around
14:00SPEAKERand you would hope that you would meet somebody
14:01SPEAKERwho knew the inner knowledge of how a machine worked
14:03SPEAKERor that sort of thing.
14:04SPEAKERSo you ended up more often than not
14:06SPEAKERjust writing letters to people.
14:07SPEAKERI wrote letters to Activision, Electronic Arts,
14:11SPEAKERand occasionally somebody would write back.
14:13SPEAKERI remember somebody from Atari wrote back
14:14SPEAKERand explained some concepts of programming.
14:16SPEAKERSomebody from Activision did, but more often than not,
14:19SPEAKERpeople would think you were just like
14:20SPEAKERsome weirdo looking for free games.
14:21SPEAKERSo they would just send you flyers
14:23SPEAKERor where you can order stuff, but it was hard.
14:26SPEAKERIt was really hard to get that information.
14:27SPEAKERSo that's why the magazines that the type-in programs
14:29SPEAKERor compute, which was a really big popular magazine
14:32SPEAKERfor programming, they would publish spiral bound books
14:35SPEAKERthat had all kinds of crazy nuggets of information
14:37SPEAKERon how to read joysticks, read paddles, do sound,
14:40SPEAKERdo graphics and that sort of stuff.
14:43SPEAKER- Did you ever read the books that had like the,
14:46SPEAKERthey're like choose your own adventure books
14:48SPEAKERwhere you had a puzzle that had to be solved
14:50SPEAKERby writing a computer program?
14:52SPEAKERAnd of course, if you went to the back of the book,
14:54SPEAKERthe puzzle that solved was there,
14:55SPEAKERbut you could figure it out on your own.
14:57SPEAKERAnd it was the most satisfying thing in the world
14:59SPEAKERto write like some hundred line basic program
15:02SPEAKERto solve a math problem in the mystery book.
15:04SPEAKER- Something 2000 series or something like that
15:06SPEAKERwas one of them.
15:07SPEAKERAnd there's a few different series.
15:09SPEAKER- Yeah, that's the one I have, I think.
15:10SPEAKER- And they were really cool.
15:12SPEAKERBut I remember like by the time I started
15:13SPEAKERlike kind of getting into those, I'm like,
15:14SPEAKERah, this is all like, this is all cool.
15:17SPEAKERBut I was already moving on to like,
15:18SPEAKERI want to get like raster interrupts
15:20SPEAKERand more colors on screen
15:21SPEAKERand like how to get stereo to come out.
15:26SPEAKER- So what was the point where you started
15:28SPEAKERmaking money making games?
15:29SPEAKERLike when did you go from amateur to professional
15:32SPEAKERon that stuff?
15:33SPEAKERWhat was the first game you sold?
15:34SPEAKER- The first game, well, the first game I sold
15:36SPEAKERwas in a weird homemade box that I was selling
15:39SPEAKERat the local computer store.
15:41SPEAKERAnd it was a Qbert clone called Sir Bounce-a-Lot.
15:46SPEAKERAnd you were like a spring hopping around
15:48SPEAKERon like the cubes, like from Qbert.
15:50SPEAKERBut instead of like just changing colors,
15:52SPEAKERwhich you were doing, you're also trying,
15:54SPEAKER'cause I was just a kid, I was like 14 maybe.
15:56SPEAKERI'm like, you're trying to save these druids
15:58SPEAKERthat are crossing this weird bridge
16:00SPEAKERthat's being attacked by these,
16:02SPEAKERwell, it starts being attacked by flower pots,
16:04SPEAKERbut then it gets attacked by meteors and everything else.
16:06SPEAKERSo it's just this weird, doesn't make any sense game.
16:08SPEAKERI look back on it now going like, what was I thinking?
16:10SPEAKERBut it was the first one I sold
16:12SPEAKERand it did pretty well in the computer store
16:15SPEAKERto the point that I thought like, okay,
16:16SPEAKERif I could scale this up and I could actually get
16:18SPEAKERreal distribution, I could probably make money.
16:21SPEAKERSo that was kind of my wake up.
16:23SPEAKERAnd the real, like, I really kind of broke out
16:27SPEAKERwhen Game Boy was near the end of its initial
16:29SPEAKERblack and white life cycle, because I went to college.
16:33SPEAKERI, you know, you do all that other stuff
16:34SPEAKERwhere it's like, you're a kid,
16:35SPEAKERyou wanna do other stuff in life.
16:36SPEAKERAnd then it was like right around getting,
16:38SPEAKERjust when I was getting out of college,
16:40SPEAKERI started to get back into programming
16:41SPEAKERbecause I kind of missed it.
16:43SPEAKERAnd processors have kind of come a long way.
16:46SPEAKERAnd I used to do assembly programming.
16:47SPEAKERSo the closest thing to what I used to do was the Game Boy.
16:50SPEAKERSo I started reverse engineering the Game Boy
16:52SPEAKERwith some documents I found online.
16:54SPEAKERI had this like really rudimentary hardware
16:56SPEAKERand I was able to write my own carts.
16:58SPEAKERAnd from there, I was able to get more and more stuff
17:00SPEAKERworking over time.
17:01SPEAKERI recreated the game, Yars Revenge.
17:03SPEAKERRemember the old Atari game?
17:04SPEAKER- Oh yeah. - Yeah.
17:05SPEAKER- The best cover, the best cover art on that whole system.
17:09SPEAKER- I agree, I agree.
17:10SPEAKERAnd so I made that game and I posted online
17:13SPEAKERfor people to check out.
17:14SPEAKERAnd somebody said that I should show it
17:16SPEAKERto Howard Scott Warshaw who was the guy
17:18SPEAKERwho created the original Yars Revenge.
17:19SPEAKERAnd he gave me his email address, said like send it to him.
17:22SPEAKERSo I did and Howard wrote back.
17:25SPEAKERHe's like, "This is really cool.
17:26SPEAKER"Where are you?"
17:27SPEAKERAnd I'm like, "Well, I'm in Michigan.
17:28SPEAKER"I know you're in California."
17:29SPEAKERHe's like, "Well, I'm gonna be in Michigan next week.
17:31SPEAKER"Where are you in Michigan?"
17:32SPEAKERAnd I told him and it happened to be going to a hotel
17:35SPEAKERfor some convention that was literally like two miles away.
17:38SPEAKERAnd so we met up, my friend and I, we got together
17:41SPEAKERwho helped me with the music and stuff on it.
17:42SPEAKERAnd we met with them one night.
17:44SPEAKERAnd this is before everybody knew the story of Atari
17:47SPEAKERor the story of ET or the story of any of that crazy stuff
17:49SPEAKERthat happened before.
17:51SPEAKERAnd he regaled us all night with everything
17:53SPEAKERthat happened at Atari and all history of Atari.
17:55SPEAKERAnd then he was getting in all the technical stuff.
17:58SPEAKERHe talked about everything that he was doing
17:59SPEAKERin Yars Revenge, why he had to do this stuff
18:01SPEAKERthe way he did it.
18:01SPEAKERHe talked about all the stuff he wanted to put in
18:03SPEAKERbut there was no way to get it in in time
18:06SPEAKERas well as with all the technical limitations.
18:08SPEAKERSo I ended up putting all of those features
18:10SPEAKERinto the Game Boy version of Yars Revenge.
18:12SPEAKERAnd that was my first commercial, real commercial game.
18:15SPEAKERIt was published by Telegames in '97, I think.
18:20SPEAKEROr it was at least started in '97 and then that went out there
18:25SPEAKERand that paid for a lot of stuff like home theater.
18:28SPEAKERThose kind of things that I had never thought
18:30SPEAKERI would afford ever for a while.
18:32SPEAKERSo that was my first kind of break.
18:34SPEAKERAnd then after that, I started working with Digital Eclipse,
18:37SPEAKERAndrew Ayer, who's my partner now in the same business.
18:41SPEAKERAnd we did the first kind of color,
18:45SPEAKERgames for Game Boy Color that were not Nintendo.
18:47SPEAKERSo it was Midway's, NFL Blitz, Mortal Kombat,
18:51SPEAKERand there was another one.
18:53SPEAKERAnd we launched those and those did extremely well.
18:55SPEAKERAnd that was it.
18:56SPEAKEROnce those kind of hit, they sold ludicrous amounts.
19:00SPEAKERWe suddenly realized Game Boy,
19:02SPEAKEReven though the black and white had died,
19:03SPEAKERthe Game Boy Color was taking off.
19:04SPEAKERAnd I had at that point worked on so many games since.
19:08SPEAKERFrom there to today, I think I just went over
19:11SPEAKER300 games I've worked on.
19:13SPEAKER- Wow, that's holy cow.
19:15SPEAKERThat's a big number.
19:16SPEAKER- It's too big.
19:18SPEAKER- I wanted to ask if you had much professional
19:20SPEAKERkind of hands-on experience designing
19:22SPEAKERand building arcade games, but it sounds like
19:23SPEAKERby the time you were really getting into it professionally,
19:25SPEAKERthe arcade scene was, I mean, it didn't die immediately,
19:29SPEAKERbut like late '90s, turn of the century is when
19:32SPEAKERconsole started kind of surpassing
19:33SPEAKERwhat arcade machines could do.
19:35SPEAKERSo did you get a chance to work on any arcade cabinets
19:37SPEAKERdirectly or?
19:38SPEAKER- No, that was my dream because like I was racing the clock.
19:41SPEAKERI really wanted to get to the point that I could work on
19:44SPEAKERkind of crazy fantasy hardware.
19:45SPEAKER'Cause if you think about it,
19:46SPEAKERarcade machines were fantasy hardware
19:48SPEAKERbecause you had a specific budget,
19:50SPEAKERyou could use whatever you want
19:52SPEAKERto make a really cool experience within that budget.
19:54SPEAKERAnd so you'd always have the latest and greatest processors,
19:56SPEAKERgraphics and displays and sound and all that stuff.
19:59SPEAKERAnd meanwhile, like the home stuff
20:00SPEAKERwould always be much cheaper and really harder to work with.
20:04SPEAKERSo I always wanted to do that.
20:05SPEAKERBut the closest I got at that time
20:06SPEAKERwas just recreating those arcade games.
20:09SPEAKERAnd I never really got like source code
20:12SPEAKERfor a lot of stuff back then.
20:14SPEAKERSo I'd have to try to mimic and recreate games.
20:15SPEAKERLike one of my favorites being Galaga,
20:17SPEAKERI remember making a version of that.
20:18SPEAKERAnd I would try to get it so precise and arcade perfect
20:21SPEAKERthat I ended up learning just by doing that,
20:23SPEAKERhow this stuff kind of worked.
20:25SPEAKERWhich I still do today, almost the same process.
20:27SPEAKERThere's times that we can't get source code.
20:28SPEAKERSo we have to recreate a game
20:30SPEAKERand it's like an observational port.
20:31SPEAKERYou're looking at everything, dissecting it,
20:32SPEAKERyou're reverse engineering whatever you can
20:34SPEAKERwhen you get the stuff.
20:35SPEAKERBut really you're just trying to understand
20:38SPEAKERand get in the head of the people who created the game
20:40SPEAKERand understand how their logic works
20:42SPEAKERand everything like that.
20:42SPEAKERAnd what you find,
20:43SPEAKERand I was just discovering this earlier today,
20:44SPEAKERI'm working on a project that's very similar to this
20:46SPEAKERwhere at the onset I'm looking at it like,
20:48SPEAKERthere's no way we can reverse engineer this,
20:49SPEAKERbut I'll start putting stuff in that mimics what's going on.
20:52SPEAKERAnd before I knew it, like half the work's being done
20:54SPEAKERbecause the way I was implementing things
20:56SPEAKERis exactly how the game does it.
20:58SPEAKERAnd a lot of the stuff I thought I would have to figure out
21:00SPEAKERjust started to fall into place.
21:01SPEAKERAnd I didn't really have to do anything.
21:02SPEAKERAnd so he sees these weird eccentric moments in the game
21:05SPEAKERthat you're like, why would they do that?
21:07SPEAKERBut it's just a natural progression
21:09SPEAKERof just the implementation of some of the mechanics
21:11SPEAKERthat it just does it without having to implement it.
21:13SPEAKERIt's so cool.
21:14SPEAKER- That's, I'm gonna have to resist going off
21:16SPEAKERon like 18 different tangents during this conversation.
21:18SPEAKERBut when you're reverse engineering an old game like that,
21:21SPEAKERI assume you're not just doing it by eye, you know,
21:23SPEAKERlike what are the, what kind of tools are you using
21:25SPEAKERto do that in like a quantifiable way to like measure stuff
21:28SPEAKERbefore you try to attempt to remake it?
21:30SPEAKER- So when you have no source code,
21:32SPEAKERthere's a few things you're gonna have to do.
21:34SPEAKERLike one, you wanna make sure you have the original hardware
21:35SPEAKERbecause you'll want to use that to get exact timing,
21:38SPEAKERexact graphic look, feel, and everything like that sound.
21:41SPEAKERAnd then you'll wanna try to modify that hardware.
21:44SPEAKERIn this case, this game was also on the Commodore 64.
21:47SPEAKERAnd so there's, while it's on the Commodore 64,
21:49SPEAKERwe do know in the past that it was ported
21:51SPEAKERfrom another machine to the C64 little source.
21:54SPEAKERSo the logic is all exact.
21:55SPEAKERSo because it's on the Commodore 64, I actually have,
21:58SPEAKERit was called the Ultimate 2 64 motherboard,
22:00SPEAKERwhich is this crazy beast if you want to look it up.
22:03SPEAKERIt has, it's a modern version of the Commodore 64
22:05SPEAKERthat uses all the original chip set.
22:07SPEAKERIt's all expanded,
22:07SPEAKERbut it also has all these debug capabilities.
22:09SPEAKERSo I put the game on there and I'm able to step through
22:12SPEAKERthe process and the logic as the process is going through
22:15SPEAKERthe game and see exactly what's going on in any moment.
22:17SPEAKERSo I'm able to log game states, memory usage,
22:20SPEAKERall the stuff that's going in there.
22:21SPEAKERAnd I start to see a picture of what the game's doing,
22:23SPEAKERhow it's thinking through that.
22:25SPEAKERAnd then I'm capture video and oftentimes I'll get video,
22:28SPEAKERI'll use high speed recording to get move sets
22:31SPEAKERor things where I know there's some complicated
22:33SPEAKERmovement and behavior.
22:35SPEAKERI'll record all that so I can just look at it
22:36SPEAKERand make sure that the weirdness of the machine
22:39SPEAKERand what it's trying to do with the game
22:40SPEAKERis being replicated by the stuff we're recreating as well.
22:42SPEAKERSo you'll do things like with Street Fighter,
22:44SPEAKERwhere you know, when you press the button,
22:46SPEAKERyou know that delay to screen, it has to be factored in.
22:49SPEAKERAlso like what happens when it gets to screen,
22:52SPEAKERwhat's on screen when that button's released
22:53SPEAKERand all these sorts of things.
22:54SPEAKERYou have to really look at all this video
22:56SPEAKERand try to make sure that everything is being replicated
22:58SPEAKERexactly like that.
22:59SPEAKERAnd that the color and all the stuff that's strung up
23:01SPEAKERon the screen is also replicated.
23:03SPEAKERAnd then all that stuff aside,
23:06SPEAKERwhen you start building a disassembly.
23:07SPEAKERSo the tools that you use are,
23:10SPEAKERyou get a whole bunch of things.
23:11SPEAKERLike in this case, the game I'm doing it,
23:13SPEAKERthere's a disassembler called DASM.
23:15SPEAKERThat lets you disassemble a family of processors,
23:18SPEAKERof older processors.
23:19SPEAKERAnd in this case, the commerce processor,
23:20SPEAKERwhich is a version of the 6502, 6510, I think.
23:24SPEAKERI'm able to disassemble that then as well.
23:26SPEAKERAnd I get the stuff I'm stepping through.
23:28SPEAKERI can map to that and start taking notes
23:30SPEAKERon that disassembly.
23:32SPEAKERAnd so I'll outline sections that's like,
23:34SPEAKERoh, here's the player in this state.
23:36SPEAKERSo he's standing and here's a jumping state
23:39SPEAKERand here's this.
23:39SPEAKERSo I'll start putting those notes in.
23:41SPEAKERAnd then eventually as I start going through that stuff,
23:43SPEAKERI start to deduce other things that are going on
23:46SPEAKERin the game.
23:46SPEAKERI can figure out, oh, this draws the screen.
23:48SPEAKERThis moves the map pointers to let a screen scroll.
23:52SPEAKERThis is audio routine and this audio routine
23:54SPEAKERcalls all this data.
23:55SPEAKERSo that must be the driver here that then looks
23:57SPEAKERat all this different data that drives the driver.
24:00SPEAKERSo all this stuff starts to come into focus.
24:02SPEAKERAnd then usually what happens is you have some amount
24:05SPEAKERof time upfront, say a majority of the time upfront
24:07SPEAKERis all understanding the stuff.
24:08SPEAKERAnd then it's a really short time before the game
24:10SPEAKERjust starts working on the new target platform
24:13SPEAKERyou're building it on.
24:13SPEAKERSo it's like this really weird miracle happens
24:15SPEAKERwhere for the longest time you're like,
24:17SPEAKERI don't know if this is ever gonna work.
24:18SPEAKERI don't know if it's ever gonna work.
24:19SPEAKERAnd usually you're super frustrated.
24:21SPEAKERYou compile and you check something and suddenly
24:23SPEAKERit's just the whole game's up and running.
24:24SPEAKERAnd you're just looking at it like, oh, okay, there it is.
24:26SPEAKERAnd you're playing it and it's like,
24:27SPEAKERyou don't see it coming, it just happens.
24:29SPEAKER- How did that happen?
24:30SPEAKERHow often do you ever get source code for these old games
24:34SPEAKERthat you're reporting over or not really?
24:37SPEAKER- I'd say 20 to 30% of the time we get source code
24:41SPEAKERand the rest of the time they don't have it,
24:44SPEAKERthe people who own it or whatever.
24:45SPEAKERAnd then out of that, if I say all the games that we work on
24:49SPEAKERwe end up finding the source code ourselves
24:51SPEAKERprobably 60 to 70% of the time.
24:54SPEAKERSo we'll look at who made the game or who worked on it
24:57SPEAKERand we'll just do,
24:58SPEAKERwe call it kind of like digital archeology.
25:00SPEAKERWe go out and try to track down who might have a copy
25:04SPEAKERof the source to some game.
25:05SPEAKERSo for instance, NFL Blitz that I worked on before,
25:09SPEAKERsince then there's been a lot of discussion
25:10SPEAKERand there's been all these interviews where people are like,
25:12SPEAKERthe source got lost because what they did at Midway
25:16SPEAKERwas as soon as that first game came out
25:18SPEAKERthey started working on it again
25:19SPEAKERand they didn't really save a state of the game.
25:22SPEAKERThey just worked on the next year's version on top of it
25:24SPEAKERand they kept doing that stuff.
25:26SPEAKERBut when I made that Game Boy game,
25:27SPEAKERit was right after they made the first NFL Blitz.
25:31SPEAKERSo I went looking through all my stuff
25:33SPEAKERand I found that I have the original NFL Blitz source code.
25:36SPEAKERThat's the original untouched arcade release.
25:38SPEAKERSo I'm like, all right, this belongs in a museum.
25:41SPEAKERSo I make copies of that.
25:42SPEAKERI make sure I get that out to all the appropriate people.
25:45SPEAKERSo Video Game History Foundation or The Strong
25:48SPEAKERor the, I always want to say Video Game History Foundation,
25:51SPEAKERbut it's the Video Game Museum
25:53SPEAKERand History Museum in Frisco, Texas.
25:56SPEAKERThose guys, all these people are really good
25:58SPEAKERto get these things out to.
25:59SPEAKERSo I know that there's multiple locations
26:01SPEAKERthat people can go and find us.
26:02SPEAKER- Do you have any, this might be a touchy subject,
26:05SPEAKERdo you have any clandestine stories
26:06SPEAKERof like squirreling away source code
26:08SPEAKERor like kind of making sure it lives on?
26:11SPEAKER- Yeah, oh, there's plenty of those.
26:14SPEAKERAnd well, there is one, I won't mention names,
26:17SPEAKERbut like when Lucasfilm was moving
26:20SPEAKERfrom the Letterman Building and like Marin
26:22SPEAKERor wherever it was up there to the new building here
26:26SPEAKERin the Presidio, or no, actually I got that wrong,
26:30SPEAKERwhen they were moving before the Letterman,
26:32SPEAKERnot the Letterman Building, before the Firehouse Building,
26:34SPEAKERwherever it was that was there in Marin, that one.
26:36SPEAKERWhen they were there, they were on the ranch
26:38SPEAKERand then they moved to this other building.
26:40SPEAKERIn that transition, the person who was looking over
26:43SPEAKERa lot of the source code went to their,
26:45SPEAKERwent basically to the head of the studio and said,
26:48SPEAKER"What should I do with all this source code?
26:50SPEAKER"If we're gonna move, I wanna make sure it's in one spot."
26:51SPEAKERAnd the guy was like, "We don't need it, just toss it."
26:55SPEAKERAnd so the guy freaked out 'cause like,
26:56SPEAKERhe was the only one that was keeping anything.
26:57SPEAKERHe's like, "I don't wanna toss this stuff."
27:00SPEAKERSo he ended up backing all up onto these CDs
27:03SPEAKERand they told him not to take it,
27:05SPEAKERlike he has to destroy it.
27:07SPEAKERSo he didn't wanna do that.
27:08SPEAKERSo he hid them in like, it had a drop ceiling,
27:10SPEAKERhe hid them in the drop ceiling.
27:14SPEAKERHe's like, "I don't wanna destroy it."
27:16SPEAKERIt's kinda like one of those stories, like old fairytales,
27:18SPEAKERwhere like, kill the baby and then they run into the woods
27:20SPEAKERand like, give the baby to somebody.
27:22SPEAKERIt's like, he kinda did that, like he had to save it.
27:24SPEAKERAnd so he put it up in the ceiling and for years,
27:27SPEAKERso many years, it sat there.
27:29SPEAKERAnd then finally, when Lucasfilm's come around to like,
27:31SPEAKERoh, like we need to,
27:33SPEAKERwho should reissue some of these old games?
27:35SPEAKERWhere do we have source?
27:35SPEAKERAnd they realized they didn't have any of that stuff.
27:38SPEAKEROne way or another, that hidden source managed to stay there
27:42SPEAKERand been discovered and a lot of stuff has been able
27:44SPEAKERto be saved.
27:47SPEAKER- Man, foresight. - Wow.
27:48SPEAKER- Wow, that's an incredible story.
27:51SPEAKERSo like we said, the arcade games are kind of a big reason
27:54SPEAKERwe wanted to bring you on here.
27:56SPEAKERSo I wanted to step back a few years
27:58SPEAKERfrom what we've been talking about to kinda, I don't know,
28:00SPEAKERlet's say the first like 10 years, 10, 15 years,
28:02SPEAKERlike from Pong up through, I don't know,
28:04SPEAKERyou're through Space Invaders, through Donkey Kong,
28:06SPEAKERlike mid eighties, let's say.
28:09SPEAKERI personally like, I know what a computer is,
28:11SPEAKERI know what the guts of it look like
28:13SPEAKERand like what all the parts do.
28:14SPEAKERYou know, it's a generalized machine
28:15SPEAKERthat can do a lot of different things.
28:16SPEAKERAnd like even a game console,
28:18SPEAKEReven though it's a lot more specialized
28:19SPEAKERis still like somewhat familiar to me,
28:22SPEAKERbut the innards of an arcade game from that era
28:25SPEAKERare like practically a black box.
28:27SPEAKERSo I was wondering if you're able to like step us through
28:30SPEAKERlike just sort of what the component parts are
28:32SPEAKERand like how things were stored
28:33SPEAKERand how information moved around in there, you know,
28:36SPEAKERlike what kind of processing was going on,
28:38SPEAKERhow images got to the screen, like all that stuff.
28:40SPEAKER- I can do it on a very high level
28:41SPEAKERbecause even I, like, 'cause I was more of a software guy
28:44SPEAKERtrying to understand how the hardware stuff worked.
28:46SPEAKERAnd now that I've kind of gone through all this stuff
28:48SPEAKERand we've done a lot of emulation of arcade machines
28:51SPEAKERand all that stuff, it's like, I still understand them
28:53SPEAKERfrom an art, from a very like high level
28:56SPEAKERand a software perspective.
28:57SPEAKERWhen you're sticking out of the nitty gritty,
28:58SPEAKERit's amazing that these things even work to me
29:00SPEAKERbecause back in those days,
29:02SPEAKERsome of the very first things, like if you look at Pong,
29:04SPEAKERlike that's a good one.
29:06SPEAKERThat board was designed just discreetly.
29:08SPEAKERThere was no concept of RAM.
29:10SPEAKERThere was no processor per se.
29:12SPEAKERIt was just all these chips used for timing
29:14SPEAKERand to turn things on and off at specific moments
29:17SPEAKERand read input from things to just change,
29:20SPEAKERlike current essentially,
29:22SPEAKERwithout being like RAM or anything else.
29:24SPEAKERSo everything that's on the screen
29:26SPEAKERis because the layout of the board
29:28SPEAKERand the chips chosen and the timing used turned,
29:32SPEAKERbasically created a signal that would then prepare
29:36SPEAKERand then display that image on a black and white television.
29:39SPEAKERAnd so it's really hard to kind of like,
29:41SPEAKERa good way to put it is like,
29:43SPEAKERto understand how the, how display works.
29:44SPEAKERSo old CRT back then, black and white are color.
29:47SPEAKERBasically the beam starts in the upper left
29:49SPEAKERand it's like reading a book.
29:50SPEAKERIt goes across, gets to the end, goes to the next line,
29:54SPEAKERit gets across and does all this.
29:56SPEAKERAnd was it like 60, well, one frame is like, yeah.
30:01SPEAKER- 59.97, yeah, yeah, yeah.
30:02SPEAKER- And it's so fast and so crazy how that's working,
30:06SPEAKERbut it's doing it in precise timing.
30:10SPEAKERSo if you get a chip that matches, say,
30:12SPEAKERthe horizontal line time, and it has a clock tick,
30:15SPEAKERand you say, okay, this clock,
30:18SPEAKERevery so many fractions of like a second,
30:22SPEAKERis always gonna, like that clock's always gonna hit
30:24SPEAKERthe certain spot at the edge of the screen as it goes down.
30:28SPEAKERAnd I'm gonna, like, I know then I can determine
30:30SPEAKERwhen the beam resets to the left and when it starts again.
30:33SPEAKERAnd when it starts, I can then on certain time frequencies,
30:37SPEAKERchange the signal to white or black
30:39SPEAKERor whatever you wanna do to create like a paddle,
30:41SPEAKERa dotted line down the screen or these sorts of things.
30:44SPEAKERAnd so you're just running, you're basically using a clock
30:47SPEAKERto say, turn something on and off specific times.
30:51SPEAKERAnd then if you want to move a paddle,
30:53SPEAKERyou're changing when it's deciding
30:54SPEAKERto turn something on and off,
30:56SPEAKERand it's waiting for that clock tick and it happened.
30:58SPEAKERAnd everything kind of evolved from there.
30:59SPEAKERSo this is before bitmap displays or anything else.
31:02SPEAKERYou're literally just telling the beam
31:04SPEAKERwhat to display at what time.
31:06SPEAKERAnd you just need to know
31:07SPEAKERthat you're at the top of the screen every so often,
31:10SPEAKERso that you know that a vertical sweep has happened
31:13SPEAKERand you're getting ready to do another frame.
31:15SPEAKERAnd that's kind of how the early things work.
31:17SPEAKERAnd I don't know how they even figured out how to do that
31:20SPEAKERor any of that stuff like Al Alcorn and all these guys
31:22SPEAKERwho were pioneers in the space, Nolan,
31:25SPEAKERand of course our friend Ralph Baer who a few years ago,
31:30SPEAKERlike they all figured this thing out.
31:32SPEAKERAnd from there, that's when things started to explode
31:35SPEAKERbecause once they figured that out,
31:37SPEAKERand then microprocessors suddenly came out
31:40SPEAKERand that was much cheaper to deal with
31:41SPEAKER'cause you can have a unified processor with some RAM.
31:44SPEAKERThey started moving all those basic techniques
31:46SPEAKERto a processor.
31:48SPEAKERSo now the processor would have a timer
31:50SPEAKERand it knew when to turn things on and off.
31:51SPEAKERSo the Atari 2600 is very similar to a Pong system.
31:55SPEAKERAnd in fact, was designed to be essentially
31:57SPEAKERlike a more glorified version of a Pong system.
32:01SPEAKERAnd so it's sprites.
32:02SPEAKERSo if you think of it as the Atari 2600,
32:03SPEAKERit's not very different.
32:04SPEAKERIt was designed to have two sprites, so two paddles.
32:08SPEAKERIt has a play field in the background, very low res,
32:10SPEAKERwhich is for you to do lines and dotted lines.
32:13SPEAKERAnd then they had definable sprites,
32:15SPEAKERwhich were meant to be score numbers.
32:17SPEAKERSo you'd have those.
32:18SPEAKERAnd that's all the 2600 was meant to do.
32:19SPEAKERAnd then you could do whatever you want with those.
32:21SPEAKERIt doesn't have an X and Y position for sprites.
32:23SPEAKERIt doesn't have any of that stuff.
32:24SPEAKERSo when you see an Atari game
32:25SPEAKERwith something that's moving horizontally on the screen,
32:28SPEAKERit's doing the same trick that they did for Pong,
32:30SPEAKERbut now in software.
32:31SPEAKERIt's counting cycles and saying, oh, draw it here.
32:34SPEAKERSo there's no X and Y.
32:36SPEAKERYou have to create that as some weird construct on your own
32:39SPEAKERand then wait and time things to have it display.
32:41SPEAKERSo the fact that they got anything to show up on a 2600
32:44SPEAKERis a miracle, let alone some of the stuff we see later
32:48SPEAKERin its life cycle.
32:49SPEAKER- Did this stuff all evolve
32:51SPEAKERfrom like the old oscilloscope games,
32:53SPEAKERlike the games that were basically,
32:54SPEAKER'cause the oscilloscopes you have basically what,
32:56SPEAKERlike two inputs or something
32:57SPEAKERand then it draws lines on a screen.
32:59SPEAKERIt seems like this is like a natural progression from that.
33:02SPEAKER- I mean, it kind of is.
33:04SPEAKER'Cause I think what was happening,
33:06SPEAKERif you look back on like say PDP computers
33:09SPEAKERand those early like computers that'd be over at like MIT
33:13SPEAKERand stuff, they had vector displays
33:14SPEAKERthat were basically oscilloscopes.
33:16SPEAKERSo space war and all these things were all developed on that.
33:19SPEAKERI think a lot of people learned, especially those early,
33:21SPEAKERthe early designers learn on those machines
33:24SPEAKERand then came to these new platforms,
33:27SPEAKERbut they brought with them a lot of principles
33:28SPEAKERand design on hardware as well as software from that era.
33:31SPEAKERSo you'll get people like Don Daglow,
33:33SPEAKERwho did Utopia for Intellivision
33:34SPEAKERand all these other great games later.
33:36SPEAKERAnd you look at like,
33:38SPEAKERwe look at space war and its evolution
33:39SPEAKERwhen no one created computer space and all that stuff
33:42SPEAKERfor the arcade, all those things,
33:45SPEAKERtheir life started back then on those kinds of systems
33:47SPEAKERand then evolved these newer platforms,
33:49SPEAKERbut they kept a lot of the logic process
33:51SPEAKERand a lot of the approach the same.
33:53SPEAKER- So did you talk about like this state
33:56SPEAKERin arcade development of kind of,
33:57SPEAKERit sounds like reinventing the wheel
33:58SPEAKERfrom game to game over and over.
34:01SPEAKERI think about like the later years of arcade development
34:03SPEAKERis when you finally started to hear
34:06SPEAKERnamed common hardware platforms,
34:07SPEAKERlike your System 11 and your Model 2 and that kind of thing.
34:11SPEAKERBut was it all through the 80s that the state persisted
34:14SPEAKERof just kind of people were just cobbling together
34:16SPEAKERthe parts that they needed on a per game basis?
34:19SPEAKEROr were you seeing more common hardware platforms emerge
34:22SPEAKEReven then?
34:24SPEAKER- More common hardware platforms start to emerge
34:26SPEAKERbecause eventually what would happen is
34:28SPEAKERpeople started to realize that you could,
34:31SPEAKERit's like riding a bike.
34:32SPEAKEROnce you started getting good at it,
34:33SPEAKERyou didn't want to just suddenly like then learn
34:34SPEAKERhow to ride a unicycle or whatever.
34:36SPEAKERIt's like, if you're good at it,
34:37SPEAKERyou can get better and better at it.
34:38SPEAKERAnd so Williams, they did a great job.
34:41SPEAKERThey had the MCR 1, 2, and I think MCR 3 platforms.
34:44SPEAKERSo it went from like Wizard of War
34:46SPEAKERto like Robotron type stuff to like Journey and Tron
34:51SPEAKERand all these things were all evolutions
34:53SPEAKERof a certain kind of platform.
34:54SPEAKERAnd so every manufacturer started to coalesce
34:57SPEAKERinto their own kind of platform.
34:58SPEAKERThey would evolve it a little bit here and there,
35:00SPEAKERbut it was one of these things
35:01SPEAKERwhere it made it cheaper for them to one, develop
35:05SPEAKERand release software and hardware for new arcade cabinets.
35:09SPEAKERBut also they started to learn that not every game was a hit.
35:11SPEAKERSo they would put something out there,
35:13SPEAKERlike look at radar scope from Nintendo.
35:15SPEAKERThey put this shooter out there that Miyamoto, I think,
35:17SPEAKERworked on, or at least was periphery to.
35:20SPEAKERGoes out there, bombs horribly.
35:22SPEAKERThey use the same platform to create Donkey Kong
35:24SPEAKERafter that as a result of this game being so poor.
35:27SPEAKERAnd they were able to just swap that board out.
35:29SPEAKERSo they were able to tell operators like,
35:30SPEAKER"Hey, I know that game sucks, sorry, but look at this one."
35:33SPEAKERAnd all you have to do is pay this little price
35:34SPEAKERto switch it out and they could still make a profit
35:36SPEAKERbecause they're making money on the board,
35:38SPEAKERbut they didn't have to ship this heavy cabinet
35:40SPEAKERand all this stuff.
35:40SPEAKERSo really what happened is the ability to swap games
35:43SPEAKERinto these cabinets then would eventually lead
35:46SPEAKERto like the JAMA standard and all these people
35:48SPEAKERputting into the same interface for the visuals
35:50SPEAKERand the sound, and then the boards themselves
35:52SPEAKERhaving a lot of similar interface by manufacturer.
35:55SPEAKER- Do you have any sense of if a lot of arcade operators
35:57SPEAKERwere doing those board swaps themselves back then,
35:59SPEAKERor was that something that like the game makers
36:01SPEAKERwould need to send a technician out to do?
36:03SPEAKERHow complicated was that?
36:04SPEAKER- So there was a whole ecosystem.
36:06SPEAKERYou had the arcade owners, then you had operators
36:09SPEAKERand distributors who were people who would be
36:10SPEAKERthe middle people to say an arcade manufacturer.
36:13SPEAKERSo those middle people ended up being the ones
36:15SPEAKERthat would go in there and do a lot of these swaps.
36:17SPEAKERThey would mark up all their stuff
36:18SPEAKERso the chain was really good.
36:20SPEAKERIt was really healthy.
36:21SPEAKERPublisher or creators would sell the distributors
36:24SPEAKERwho would then sell to arcade or lease and rent arcades
36:28SPEAKERand that sort of thing.
36:29SPEAKERSo it was a really healthy time in the '80s
36:31SPEAKERand early '90s for arcade machines.
36:34SPEAKER- So I think we kind of wanted to ask you
36:36SPEAKERto also put on your arcade machine owner hat
36:40SPEAKERa little bit here as someone, again,
36:41SPEAKERwho has a Street Fighter II and a Namco machine
36:44SPEAKERsitting right behind him.
36:47SPEAKER'Cause people are into arcade machine collecting these days.
36:51SPEAKERThey are making their way into more and more people's homes.
36:55SPEAKERI guess our first question is just like,
36:57SPEAKERwhat are the practical realities of owning a machine or two
36:59SPEAKERat this point in terms of parts breaking down,
37:01SPEAKERlike maintenance, is there anything you need to worry about
37:03SPEAKERmaintaining over time?
37:05SPEAKERIs there anything you need to worry about hurting yourself on
37:07SPEAKERif you're tinkering around in there?
37:08SPEAKERWhat are the do's and don'ts?
37:11SPEAKER- Well, the number one most dangerous element
37:13SPEAKERof any classic arcade machine is the monitor.
37:14SPEAKERIf it's an old CRT.
37:17SPEAKERI've known a lot of people who've shocked themselves
37:19SPEAKERreally badly on, there's a section in the back
37:22SPEAKERof the monitor where a lot of the high voltage
37:24SPEAKERemanates from and it's under the suction cup
37:26SPEAKERthat's on the tube.
37:27SPEAKERIf you lift that up or try to touch anything underneath that,
37:30SPEAKERthere's a good chance you could die.
37:31SPEAKERSo don't do that.
37:32SPEAKERAnd that's also the part of the machine
37:35SPEAKERthat breaks down the most.
37:37SPEAKEREverything else is easy to maintain.
37:39SPEAKEREven the motherboard, you can get that all fixed.
37:41SPEAKERReally, these things are so simple
37:42SPEAKERand a Google search can get you figuring out
37:45SPEAKERhow to take care of the rest of the machine,
37:46SPEAKERbut the monitor is the hardest part.
37:48SPEAKERYou can learn how to replace the capacitors
37:50SPEAKERon a monitor and do all that stuff yourself,
37:51SPEAKERbut the reality is, and the hard cruel reality is,
37:54SPEAKERCRTs are disappearing rapidly
37:57SPEAKERand resuscitating them over and over again
37:59SPEAKERis not gonna be, they can't last forever
38:02SPEAKERand nobody manufactures them anymore.
38:04SPEAKERSo at the end of the day, these machines
38:06SPEAKERare slowly losing what made them so special.
38:09SPEAKERAnd what I mean by that is CRTs,
38:11SPEAKERthe way they display the screen, how bright they are,
38:14SPEAKERthe way the color on the screen gets merged together
38:16SPEAKERwas all taken into account
38:18SPEAKERwhen they were making these games.
38:19SPEAKERSo when you switch those monitors out
38:21SPEAKERto what most people do and they get like an LED
38:22SPEAKERor LCD monitor and put that in,
38:26SPEAKERany sort of flat screen or whatever,
38:27SPEAKERthe problem is those are too clear
38:29SPEAKERand they don't recreate the artistic intent
38:34SPEAKERof the original game.
38:35SPEAKERSo when you take something like, let's say Altered Beast
38:37SPEAKERand you put it on an LCD or LED monitor
38:39SPEAKERand you put it in an arcade cabinet,
38:41SPEAKERyou see the pixels really rich and everything like that,
38:43SPEAKERbut the artists when they were designing that game
38:45SPEAKERdid not want you to see the pixels.
38:46SPEAKERThey chose colors and put them next to each other
38:49SPEAKERin certain combinations to allow for the CRT
38:51SPEAKERto bleed that over and give you the impression
38:54SPEAKERthat there was more color than the hardware could output.
38:57SPEAKERAnd so when you put those screens in,
38:58SPEAKERyou lose that quality
39:01SPEAKERand actually you lose the entire artistic intent
39:03SPEAKERof the person who created the artwork for that game
39:05SPEAKERby putting it on a device that wasn't intended for it.
39:07SPEAKERBut unfortunately, that's stuff we're gonna have to deal with.
39:10SPEAKERSo when you're getting an arcade cabinet,
39:12SPEAKERjust know that the CRT's lifespan
39:14SPEAKERis getting shorter and shorter
39:15SPEAKERand you can get it repaired by people.
39:16SPEAKERThere's people everywhere that can repair these,
39:19SPEAKERbut ultimately that's the thing that's probably gonna go.
39:21SPEAKERSo your next best option are these LED
39:23SPEAKERand LCD type monitors.
39:24SPEAKERAnd there's people who are actively working right now
39:26SPEAKERto recreate what happens on a CRT
39:29SPEAKERthrough a hardware solution that can go between the board
39:33SPEAKERand these new monitors, these HD displays.
39:37SPEAKERAnd what that will do is try to mathematically reproduce
39:41SPEAKERwhat happens on a CRT and various CRTs
39:44SPEAKERand then give you that input
39:45SPEAKERor give you that output to your screen.
39:47SPEAKERIt does introduce latency
39:48SPEAKERand that's why these things aren't really available now
39:50SPEAKERis because people are trying to figure out how to do this
39:52SPEAKERin a way that doesn't introduce too much latency
39:53SPEAKERbecause these machines and all these games
39:55SPEAKERwere built to have near zero latency in their play.
39:58SPEAKERSo if you're trying to play Robotron and it has latency,
40:01SPEAKERthat game sucks.
40:02SPEAKERYou have to have it with almost no latency.
40:05SPEAKERAnd most games back then, that's how they are.
40:07SPEAKERSo it's a really hard problem to solve
40:09SPEAKERand people are actively working on it,
40:10SPEAKERbut we haven't found a solution yet.
40:13SPEAKEREverything else though, you can find.
40:15SPEAKER- Okay.
40:16SPEAKERDo you think we'll get there with that visual effect?
40:18SPEAKERLike, do you think, you know,
40:19SPEAKERobviously like latency issues
40:20SPEAKERand other technical challenges aside,
40:21SPEAKERdo you think it is achievable
40:23SPEAKERto perfectly replicate that look
40:25SPEAKERonce I don't know when the CRT apocalypse is gonna happen,
40:28SPEAKERbut once we're at that point,
40:29SPEAKERdo you think we'll be able to actually still recapture that
40:31SPEAKERthrough these other things?
40:32SPEAKER- There are so many passionate people
40:33SPEAKERworking on this problem right now
40:34SPEAKERthat I'm sure we're gonna get there.
40:36SPEAKERAnd I've seen some incredible demonstrations.
40:38SPEAKERI've seen things on net hardware, for instance,
40:41SPEAKERthat simulate a CRT and does it really fast,
40:45SPEAKERthat it tricks your mind to think
40:48SPEAKERthat that's what it's gonna be.
40:48SPEAKERThere's still latency.
40:50SPEAKERSo I think we're really close to having it solved.
40:52SPEAKERAnd even for emulation,
40:54SPEAKERif you're gonna do emulation right now,
40:57SPEAKERthat's moving ahead so fast
40:59SPEAKERthat we'll get to that point to where
41:01SPEAKERyou won't have input or processing latency.
41:03SPEAKERWe have stuff going on in emulation right now
41:05SPEAKERwhere we predict forward, we call it.
41:07SPEAKERAnd so what you're doing is every possible combination
41:09SPEAKERthe player could be thinking about doing
41:11SPEAKERin the next few frames,
41:13SPEAKERit tries to emulate all those things.
41:15SPEAKERSo by the time it gets input,
41:16SPEAKERit knows what to display
41:17SPEAKERwithout having to process it post-input.
41:20SPEAKERSo it's able to just fetch and send stuff over
41:21SPEAKERso that it tries to create the sense of zero latency.
41:24SPEAKER- Because the possibilities based on some of the old games
41:26SPEAKERis relatively straightforward, right?
41:28SPEAKER- Yeah, I mean, it's an eight-way joystick
41:30SPEAKERand it's really just like,
41:31SPEAKERit has an up and a down on and like a button.
41:33SPEAKERSo you can predict a lot of things forward,
41:35SPEAKERwhereas analog games, you don't know the precision
41:38SPEAKERand all that kind of stuff.
41:39SPEAKERSo analog controlled games.
41:40SPEAKERSo those older games we're getting really far with,
41:43SPEAKERbut it's going to be later when we do emulation
41:45SPEAKERin the future that it won't be so bad
41:48SPEAKERbecause they were designed for digital displays.
41:51SPEAKER- Here's another one of those tangents.
41:53SPEAKERI'll try to restrain myself,
41:54SPEAKERbut since you mentioned next-gen hardware,
41:56SPEAKERI mean, is there anything on the forthcoming consoles
41:58SPEAKERor also in the PC space,
42:00SPEAKERjust the amount of like raw compute that's out there
42:03SPEAKERand on the way that specifically for you
42:06SPEAKERas someone who spends a lot of time porting and recreating
42:09SPEAKERand remaking old games and kind of resurrecting them
42:11SPEAKERand breathing new life into them,
42:12SPEAKERlike anything in that space on this hardware
42:15SPEAKERthat excites you in that specific capacity?
42:18SPEAKER- Oh yeah, I really can't say things in detail,
42:21SPEAKERbut essentially the graphics processing
42:23SPEAKERof these two consoles coming now,
42:26SPEAKERplus some of the stuff coming up in the future
42:28SPEAKERare gonna lend themselves well
42:30SPEAKERto trying to solve this kind of display recreation issue,
42:34SPEAKERespecially since we can have higher resolution
42:35SPEAKERto do a lot of that like sub pixel work
42:39SPEAKERthat we need to do to make it look
42:41SPEAKERlike it's one of those older machines,
42:43SPEAKERand HDR and all stuff with higher frequency processing
42:47SPEAKERis gonna really go a long way.
42:48SPEAKERSo I think we're gonna see a lot of that getting solved
42:51SPEAKERon next-gen platforms to a certain degree.
42:53SPEAKERAt least it's gonna look beautiful.
42:54SPEAKERThings like vector displays,
42:55SPEAKERyou know how they have that super crisp look
42:57SPEAKERand they're very bright.
42:58SPEAKERWe can get there almost with next generation displays
43:01SPEAKERand it looks like it's a vector display.
43:03SPEAKER- I was just gonna say too,
43:04SPEAKERso to recreate a hand-built arcade machine from 1981,
43:09SPEAKERwe need a 12 teraflop computer
43:12SPEAKERand a 4K HDR display that can refresh at 120 Hertz?
43:17SPEAKERIs that seems accurate?
43:18SPEAKER- No, you're wrong, it's an 8K display.
43:20SPEAKER- Oh, sorry, my bad, 8K, yeah.
43:22SPEAKERAnd it needs to be vertical probably too,
43:23SPEAKERportrait 8K display.
43:24SPEAKER- You gotta be able to take that thing.
43:26SPEAKER- Yeah, yeah, that's awesome.
43:29SPEAKERHonestly, that's what you kind of need
43:31SPEAKERto recreate the visuals as they were intended to look.
43:34SPEAKEREverything up until then is too low res
43:36SPEAKERor it's not powerful enough to kind of get us there.
43:38SPEAKERIt's so weird how this works, but that's the truth.
43:40SPEAKERLike people always bring up the waterfalls in Sonic on CRT,
43:43SPEAKERso they look like translucent water coming down on a CRT.
43:47SPEAKERWhen you play it on an HD display,
43:49SPEAKERit just looks like a bunch of pixel lines.
43:51SPEAKERThat's just an artifact that we're not recreating
43:53SPEAKERon modern hardware.
43:55SPEAKER- Well, you need a massive amount of overhead
43:57SPEAKERto recreate that stuff.
43:59SPEAKERLike with Beast Nest and what's the cycle accurate version
44:03SPEAKERof Beast Nest?
44:04SPEAKERYou know what I'm talking about.
44:05SPEAKER- Oh, yeah.
44:06SPEAKER- Like the amount of horsepower that thing needs
44:08SPEAKERto actually properly recreate Super Nintendo games
44:10SPEAKERis immense, right?
44:11SPEAKERLike it's like orders of magnitude.
44:13SPEAKER- Yeah, 'cause every other emulator pretty much
44:15SPEAKERhas to trick its way through that.
44:16SPEAKERWhereas the cycle accurate ones require a lot of processing
44:19SPEAKERand also the display requires a lot of processing.
44:21SPEAKERLike NTSC, somebody always had a joke.
44:25SPEAKERI've heard this joke so many times,
44:26SPEAKERbut NTSC stands for not the same color twice
44:29SPEAKERor something like that.
44:30SPEAKERLike, so it's like the display was so erratic
44:34SPEAKERand so error prone and just so noisy
44:37SPEAKERthat like there is no one way to simulate it,
44:39SPEAKERbut there is a lot of dials you need to create
44:41SPEAKERto make it like match what the intent was
44:43SPEAKERwhen something left a factory.
44:45SPEAKERSo like you, we actually, for Mega Man, we had to do this.
44:48SPEAKERWe had to, when we did the Mega Man Legacy Collection,
44:51SPEAKERwe made Mega Man the proper blue he's supposed to be.
44:53SPEAKERHe hasn't been the proper blue, it's the 80s.
44:55SPEAKERAnd so we actually figured out what monitor
44:58SPEAKERhe was developed on, everything like that.
44:59SPEAKERWe got everything tuned to where it was supposed to be.
45:02SPEAKERWe took the color reading off of a monitor
45:04SPEAKERthat was a replica of what it was.
45:05SPEAKERAnd then we did Mega Man's blue
45:07SPEAKERto be authentic Mega Man blue.
45:08SPEAKERSo since Mega Man Legacy Collection and forward,
45:10SPEAKERhe's now the proper blue.
45:12SPEAKER- Wow, that's the kind of attention to detail
45:14SPEAKERthat's gotten you where you are today.
45:16SPEAKER- Try.
45:18SPEAKER- Do you, I mean, this is very subjective,
45:20SPEAKERbut do you like things better the way they are now?
45:23SPEAKERLike everything is very digital and rigid
45:25SPEAKERand regimented and things work the way they're supposed to.
45:28SPEAKERAnd pixels are pixels or do you miss that era
45:32SPEAKERwhere displays were analog and everything was kind of messy
45:34SPEAKERand you had to worry about straight up electrons
45:38SPEAKERand stuff like that?
45:39SPEAKERDo you have a preference there in terms of development?
45:41SPEAKER- Well, you know, I love modern.
45:42SPEAKERModern stuff is just so much easier.
45:43SPEAKERIt's just a lot easier.
45:45SPEAKERBut it's like, the analogy of it being classic cars.
45:50SPEAKERYou can lift the hood and tweak the engine
45:53SPEAKERand do all these mods on a car.
45:55SPEAKERThose old days for computers and for old hardware
45:57SPEAKERis the same way.
45:58SPEAKERYou could get in there and you could,
46:00SPEAKERyou didn't have to worry about hundreds of processes
46:03SPEAKERor hundreds of elements of processing being orchestrated
46:05SPEAKERover all these ways of communicating and all this stuff.
46:08SPEAKERYou could get into an old machine
46:10SPEAKERand follow everything it's doing
46:12SPEAKERand literally get in there and change anything modded
46:15SPEAKERto understand it.
46:16SPEAKERYou could understand an old home computer
46:18SPEAKERin a matter of hours if you know what you're doing.
46:20SPEAKERThat is amazing.
46:21SPEAKERSo it's like today when I'm sitting there disassembling
46:23SPEAKERa game, I'm looking through it, I'm like this.
46:26SPEAKERI'm essentially disassembling something
46:27SPEAKERthat's really small compared to modern terms.
46:29SPEAKERSo I can do it pretty quickly,
46:31SPEAKERbut I'm having much more fun with that
46:32SPEAKERbecause I can see the whole thing at once.
46:35SPEAKERIt's like playing an old game, say Joust, right?
46:38SPEAKERVersus imagine Joust that was like 50 screens wide
46:41SPEAKERby 50 screens tall and you had to scroll around
46:42SPEAKERto find enemies.
46:44SPEAKERI like the Joust on one screen seeing everything
46:46SPEAKERand it's so much easier to do than say modern games.
46:49SPEAKERSo I prefer that.
46:50SPEAKERAnd I like making games that are like older games too.
46:52SPEAKERSo a lot of the modern stuff I like to work on,
46:54SPEAKERwe do a lot of like higher end games for next gen consoles
46:57SPEAKERand all that sort of stuff.
46:58SPEAKERWe're not just all classic stuff,
46:59SPEAKERbut I really enjoy doing stuff that's more classic.
47:01SPEAKERI'm working on a game for the new television
47:03SPEAKERcalled Night Stalker.
47:04SPEAKERIt's just such a breath of fresh air to work on something
47:06SPEAKERthat's much smaller, much smaller systems
47:08SPEAKERand the mechanics are more visceral.
47:10SPEAKERLike what you do affects everything on screen
47:12SPEAKERand everything you need to know is all on screen
47:14SPEAKERat the same time.
47:14SPEAKERThat's something that's really cool about all that.
47:17SPEAKER- So I think we just wanna loop back around
47:18SPEAKERto arcade machines for, we took some questions
47:21SPEAKERfrom our audience, so some people hit us up
47:23SPEAKERabout some stuff before we move on here.
47:26SPEAKERI was glad you mentioned vector monitors earlier.
47:28SPEAKERIs that category pretty much in the same kind
47:31SPEAKERof dire situation as traditional CRTs in terms of,
47:35SPEAKERyou know, they're not being made anymore.
47:36SPEAKERLike they're all gonna go away at some point or?
47:38SPEAKER- Yeah, vector games unfortunately are in a worse state.
47:42SPEAKERGetting a vector monitor or converting a monitor
47:44SPEAKERover to something that could display vector
47:46SPEAKERis really hard to do now.
47:49SPEAKERAnd in fact, like we might as well consider them dead.
47:51SPEAKERBut yeah, vector's in a really bad spot.
47:53SPEAKERThere are people who have figured out
47:55SPEAKERhow to convert vector games to raster displays,
47:58SPEAKERbut that's not quite as good yet.
47:59SPEAKERAnd people are, again, like we're trying to figure out
48:00SPEAKERhow to make that look good.
48:02SPEAKERBut other people are converting regular displays
48:04SPEAKERto vector displays.
48:06SPEAKER- Oh wow.
48:06SPEAKER- And so what remains of CRTs, some people are figuring out
48:09SPEAKERhow to convert those to proper vector XY.
48:11SPEAKER- Can you explain just a high level what the differences
48:14SPEAKERbetween a vector and a raster CRT would have been
48:16SPEAKERor display would have been?
48:18SPEAKER- Yeah, so earlier on when I say like the raster displays,
48:21SPEAKERlike a book where it goes left hand corner
48:23SPEAKERand sweeps the screen and goes down,
48:24SPEAKERa vector, you just tell the beam where to go.
48:26SPEAKERSo you have so many moves you can make,
48:29SPEAKERlike so many moves per round, so to say,
48:32SPEAKERand you tell the beam to go do that.
48:34SPEAKERAnd so it'll be on or off and you tell it where to go.
48:37SPEAKERSo you can give it an X and Y coordinate.
48:38SPEAKERUsually there's devices that I tell to do that,
48:41SPEAKERbut they're not very different from say a laser
48:44SPEAKERor like a show laser.
48:45SPEAKERSo we see those show lasers
48:46SPEAKERwhere they have an animated horse running
48:48SPEAKERand all that kind of stuff.
48:49SPEAKERIt's using the same kind of process
48:51SPEAKERthat a vector monitor does.
48:52SPEAKERYou steer the beam, you tell it where to go
48:54SPEAKERand what color it should be or if it's on or off.
48:59SPEAKER- So what we need to do is convert show lasers
49:02SPEAKERand get a phosphor screen that'll glow a little bit
49:05SPEAKERand then play our vector games,
49:06SPEAKERpaint it on the side of a building outside E3 next year
49:08SPEAKERand we're good to go, right?
49:10SPEAKER- Good to go, right?
49:11SPEAKER- It's so simple. - Oh, that's exactly it.
49:12SPEAKERYou know, I played "Star Wars" the arcade game
49:14SPEAKERon the side of a building
49:15SPEAKERthat was hooked up to the show laser.
49:16SPEAKER- Wow. - It's pretty amazing.
49:18SPEAKER- Oh, that sounds so good.
49:20SPEAKERI have possibly the most under the hood question
49:22SPEAKERI could possibly ask about a CRT right now,
49:24SPEAKERbut how does the electron gun aim itself?
49:26SPEAKERLike what is the mechanism that it actually uses
49:28SPEAKERto direct the beam?
49:29SPEAKERLike I'm sure there are no moving parts in there,
49:31SPEAKERbut is it just kind of like a wide emitter
49:33SPEAKERthat it's able to sort of specify angles out of?
49:36SPEAKER- Yeah, so this is where there's some similarities
49:38SPEAKERand it's a little bit out of my realm of expertise a bit,
49:41SPEAKERbut like there's similarities to what,
49:43SPEAKERthat's why you can convert a CRT to a vector display.
49:46SPEAKERThere's where the CRT was designed to display images
49:51SPEAKERin a very specific way over the air.
49:54SPEAKERAnd so data's being received in a certain format
49:57SPEAKERthat when it's just sent to the display,
49:59SPEAKERit just knows to put it in that order
50:01SPEAKERand everything just falls into place.
50:03SPEAKERBut you can unwind that
50:05SPEAKERand you can change its timings and everything else.
50:07SPEAKERAnd so at the end of the day,
50:08SPEAKERthe beam is just like the vector monitor,
50:10SPEAKERbut it's just being told by the hardware
50:11SPEAKERthat's hooked up to a CRT to do things a specific way.
50:14SPEAKERNow there's a lot more to it than that's beyond my knowledge,
50:18SPEAKERbut the monitor itself, the tube,
50:22SPEAKERand some of the hardware that's there, it's the same.
50:25SPEAKERAnd it's just how it's being driven
50:26SPEAKERby the stuff that's attached to it.
50:28SPEAKER- I think maybe the most insane thing about all this to me
50:30SPEAKERis that we're talking about like what,
50:32SPEAKERpractically a hundred year old technology at this point?
50:35SPEAKER- Pretty much.
50:37SPEAKER- So a couple more, let's see, arcade questions here.
50:42SPEAKERLike just any, if people are out there looking at machines,
50:45SPEAKERlike they want to buy their first arcade machine
50:46SPEAKERor get into that, plunge down that rabbit hole.
50:49SPEAKERLike anything in particular to look for out there,
50:52SPEAKERif you're shopping around, if you're looking at machines,
50:54SPEAKERif you want to inspect one that you're thinking about,
50:57SPEAKERtaking ownership of.
50:58SPEAKER- I mean, the biggest thing is if it turns on,
51:00SPEAKERthat's the biggest thing.
51:01SPEAKERIf it comes on, you can hear it, good.
51:04SPEAKERMost of the work's already done.
51:06SPEAKERBut then make sure you're playing with the volume knob,
51:09SPEAKERlistening for the sounds and stuff
51:10SPEAKERyou recognize from the game.
51:11SPEAKER'Cause a lot of these games will sometimes have bad audio
51:14SPEAKERor chips that are messed up.
51:15SPEAKERThere's a self-test that most games have.
51:18SPEAKERSo before you go, Google the manual for it
51:20SPEAKERand how to trigger the self-test.
51:21SPEAKERSo you can go and trigger that self-test
51:23SPEAKERand have it just go through its own diagnostic.
51:26SPEAKERAnd that will tell you pretty much everything
51:28SPEAKERyou need to know as well.
51:29SPEAKERAnd then the screen,
51:30SPEAKERmake sure that the convergence on the screen is pretty nice.
51:32SPEAKERSo if you see a white line, usually in that self-test,
51:35SPEAKERyou'll see, they'll put a white grid up.
51:38SPEAKERAnd convergence, the RGB, the red, green and blue beams,
51:41SPEAKERthey're aligned to be in exactly the same spot
51:43SPEAKERat each position that the beam comes across.
51:45SPEAKERBut if they're not, they're deconverging.
51:48SPEAKERSo you'll see blue to the left of white or to the right.
51:51SPEAKERYou'll see green off or whatever.
51:53SPEAKERAnd that's more problematic to fix.
51:55SPEAKERYou can get it fixed, but that's more to align
51:58SPEAKERand calibrate on a monitor if you're not used to it.
52:00SPEAKERSo just look for those things.
52:01SPEAKERI wouldn't say don't get a game for any of those reasons,
52:03SPEAKERespecially if it's a rare one you've been looking for,
52:05SPEAKERbecause most stuff is fixable on a game.
52:07SPEAKERBut just be aware of that stuff when you're doing it,
52:09SPEAKER'cause you can use that to haggle your price down
52:11SPEAKERand get what you feel is probably more fair
52:13SPEAKERfor that kind of game.
52:14SPEAKERAnd Craigslist, honestly, is one of the best places to look,
52:16SPEAKERbecause there's usually a lot of people
52:18SPEAKERwho don't know what to do with these machines.
52:19SPEAKERAnd usually when it's posted,
52:20SPEAKERit's because somebody's exhausted
52:21SPEAKERabout lugging this thing around
52:22SPEAKERand maybe in the middle of a move.
52:24SPEAKERWhatever, they don't wanna deal with it.
52:26SPEAKERSo they're giving it for a really good price
52:27SPEAKERor to a good home, you'll see.
52:29SPEAKER- The Sunday afternoon California Extreme discount
52:32SPEAKERis what I like to think of that one as.
52:34SPEAKER- Oh yeah, that's the best.
52:37SPEAKER- Do you worry about phosphor burning and stuff like that?
52:40SPEAKERI mean, I assume if you're playing,
52:41SPEAKERif you're gonna be playing Donkey Kong
52:42SPEAKERon a Donkey Kong cabinet and Donkey Kong's burned into it,
52:45SPEAKERit's probably not that big a deal, right?
52:46SPEAKER- Yeah, at this point, beggars can't be choosers.
52:48SPEAKERI have a bunch of monitors
52:49SPEAKERthat have Ms. Pac-Man burned into it.
52:51SPEAKERThat's the one that you usually find.
52:53SPEAKERAnd in a dark room with an arcade monitor on,
52:56SPEAKERyou don't see that anyway.
52:58SPEAKERIt's only when the lights are on and the machine's off
53:00SPEAKERthat you really notice it.
53:01SPEAKERSo if you're really picky and that sort of thing,
53:04SPEAKERspend the extra money and get the CRT you want.
53:06SPEAKERBut if it looks good in the dark, like all of us,
53:10SPEAKERthen go for it.
53:11SPEAKER(laughing)
53:13SPEAKER- Cool.
53:14SPEAKERSo before we wrap up here,
53:15SPEAKERI think we wanted to kind of move things
53:16SPEAKERinto the modern day a little bit in a couple of ways.
53:20SPEAKERLet's start with,
53:22SPEAKERpreservation is a thing that, you know,
53:24SPEAKERpeople who are passionate about the medium
53:26SPEAKERtalk about more and more.
53:27SPEAKERAnd obviously you're heavily involved
53:28SPEAKERin the Video Game History Foundation
53:30SPEAKERand there are a couple other organizations out there.
53:33SPEAKERHow do you feel about where we're at right now?
53:35SPEAKERLike, do you think that we're getting to a point
53:37SPEAKERwhere we're doing a good job of archiving a lot of this stuff
53:40SPEAKERand saving it?
53:41SPEAKEROr do you think there's still a lot left to do
53:43SPEAKERto really cover our bases?
53:45SPEAKER- If there was a chart that would say,
53:49SPEAKERyou know what, we're nowhere right now.
53:50SPEAKERWe're below zero at the moment,
53:53SPEAKERbecause even at this day and age,
53:56SPEAKERa game that came out last year,
53:57SPEAKERI've had so many conversations,
53:59SPEAKER'cause we do a lot of port work,
54:00SPEAKERwe do a lot of sequelization
54:02SPEAKERand all that sort of stuff for games.
54:04SPEAKERThat source code goes away too.
54:06SPEAKERAnd it's mind blowing to me that there is no process
54:10SPEAKERwhen a game is completed that should be understood
54:13SPEAKERin every organization to take the source code
54:15SPEAKERand put it somewhere safe.
54:17SPEAKERNow every organization, there's the whole problem
54:19SPEAKERof like they own it and that sort of thing,
54:20SPEAKERbut that's also the problem as to why these things fail
54:24SPEAKERso many times, because they're so worried
54:26SPEAKERabout proprietary information getting out there
54:28SPEAKERthat they'd rather have it go away forever
54:30SPEAKERthan to use it to build on for another product.
54:33SPEAKERAnd so many companies have such rich and wonderful IP,
54:37SPEAKERthat stuff's gone, the original source is gone forever
54:40SPEAKERbecause they decided that they didn't want to spend
54:42SPEAKEReither the time to have somebody archive it properly
54:44SPEAKERor put it in somebody else's hands
54:46SPEAKERbecause they didn't trust that they would keep it safe,
54:49SPEAKERwhich blows my mind.
54:50SPEAKERThere's other reasons too and I think that,
54:51SPEAKERbut like I remember I was working on this port
54:53SPEAKERfor a really popular survival horror game,
54:56SPEAKERI'll just leave it at that,
54:57SPEAKERand we're gonna bring it to a computer.
55:02SPEAKERAnd so we asked for the source and we got it
55:04SPEAKERand they sent us tapes, they were tape backups.
55:07SPEAKERWe're like okay, we'll work with this
55:08SPEAKERand they didn't know what drive they used,
55:09SPEAKERbut we figured it all out.
55:11SPEAKERThen we go through the tape backups and we found out
55:12SPEAKERthat half of the source code was overwritten
55:14SPEAKERwith the current project they're working on there
55:16SPEAKERbecause somebody decided to try to back that up
55:18SPEAKERover the wrong things and then bailed on it.
55:20SPEAKERAnd so only half of the source for this now
55:23SPEAKERconsidered one of the most iconic games ever,
55:27SPEAKERonly half of the source survived and barely usable
55:29SPEAKERand it was the wrong half by the way.
55:30SPEAKERSo it was like all right, that sucks.
55:34SPEAKER- Have you ever gotten source code,
55:36SPEAKERlike straight up hard copy of source code?
55:38SPEAKERHave you ever had the OCR, a bunch of reams of paper
55:40SPEAKERor anything like that?
55:41SPEAKER- Yes, so a few times.
55:44SPEAKERThere were games that were in development,
55:47SPEAKERWilliams, Atari, and those companies back then,
55:51SPEAKERin some ways a lot of those older companies
55:52SPEAKERwere better at archiving than modern companies.
55:54SPEAKERThey would always print hard copies
55:56SPEAKERand they would also send hard copies
55:57SPEAKERto the Library of Congress.
55:59SPEAKERAnd so I think everybody should send source code,
56:03SPEAKERanything hard copy, and then final releases
56:04SPEAKERto the Library of Congress
56:05SPEAKER'cause up until about the late '80s,
56:08SPEAKERNintendo and everybody did that.
56:09SPEAKERSo if you go to the Library of Congress right now,
56:11SPEAKERyou'll find brand new boxed versions
56:13SPEAKERof every single Nintendo game,
56:14SPEAKEReverything that ever came out in the U.S.
56:15SPEAKERare all in the Library of Congress.
56:16SPEAKERThey're in that hillside in the Library of Congress
56:19SPEAKERand it's an amazing facility.
56:21SPEAKERAnd they keep it all perfect.
56:23SPEAKERSaw PC software and everything all over there,
56:24SPEAKERbut it all stopped around the late '80s, like '88.
56:27SPEAKERAnd then everybody stopped doing it
56:28SPEAKER'cause they felt like they didn't need it.
56:29SPEAKERThey're also getting worried about proprietary stuff.
56:32SPEAKERBut we had to go and find some of these things,
56:34SPEAKERwhether it was at the Library of Congress
56:35SPEAKERor just old archives from the Atari days,
56:38SPEAKERand we were able to reassemble games
56:40SPEAKERbased off of the source code printouts.
56:43SPEAKERAnd so we didn't even have to do OCI.
56:45SPEAKERThey're so small that we were just able to just hand them,
56:48SPEAKERand type them all back in.
56:48SPEAKERIt's like the old days with Compute Magazine,
56:50SPEAKERtyping them all back in. - Oh, sure, yeah, yeah, sure.
56:52SPEAKERBack to your roots.
56:53SPEAKERWell, hold on, so how big is,
56:55SPEAKERso if we're talking about an NES or an Atari 2600 game,
56:59SPEAKERhow many lines of code are we talking about
57:01SPEAKERfor something that we all know?
57:03SPEAKERI don't know, Pitfall or something like that?
57:05SPEAKERIt's not, it's gotta be thousands, right?
57:08SPEAKER- You know, it's like half a binder full
57:11SPEAKERwhen you disassemble it, fully tokenized, or maybe a binder.
57:15SPEAKERBut it's, all the instructions are so small
57:17SPEAKERthat it's not like, if you were to put them
57:19SPEAKERin paragraph format, it's not very big.
57:21SPEAKER- Okay, okay.
57:23SPEAKER- Yeah, 'cause you're talking like what,
57:24SPEAKERlike a handful of characters per line, probably, right?
57:26SPEAKER- Yeah, like a common one on an old 8-bit processor
57:28SPEAKERis like load accumulator, which is LDA, comma,
57:30SPEAKERLDA, comma, or 20, or whatever,
57:33SPEAKERwhatever you wanna load it with.
57:35SPEAKER- What's something cool going on in preservation right now
57:39SPEAKERthat is a little more unconventional,
57:41SPEAKERlike either at your foundation
57:42SPEAKERor any of these other organizations?
57:44SPEAKERLike, you know, source code is a big one, obviously.
57:47SPEAKERArchiving not just retail releases, but like beta,
57:50SPEAKERyou know, dumps of like beta versions of games
57:51SPEAKERis pretty big, but I guess to give an example
57:55SPEAKERof the kind of thing I'm talking about,
57:56SPEAKERlike I see Frank Zafaldi will post like,
57:59SPEAKERhe's been getting his hands on like press kits from games
58:02SPEAKERfrom back in the '80s, '90s, you know,
58:03SPEAKERlike the press releases and like press materials.
58:06SPEAKERAnd, you know, as someone who works in the press
58:08SPEAKERand has for years, like that stuff's really fascinating
58:10SPEAKERto me to see like, what was Nintendo PR saying
58:13SPEAKERabout their games to members of the press back in the '80s?
58:16SPEAKERLike, what are some other examples
58:17SPEAKERof like interesting peripheral materials like that
58:20SPEAKERthat are being archived in this effort?
58:22SPEAKER- I mean, that's really, that's kind of it, right?
58:24SPEAKERSo like, Frank has, he's incredible.
58:27SPEAKERAnd like, he runs a foundation in such an incredible way.
58:30SPEAKERAnd like, he learned early on
58:32SPEAKERthat to really understand the game industry,
58:34SPEAKERyou have to see what the game industry wanted people
58:35SPEAKERto know about it.
58:37SPEAKERBut like, in those early days, it was really hard.
58:40SPEAKERThey didn't really have any outlets
58:41SPEAKERto get people to know about it.
58:41SPEAKERSo they tried everything.
58:43SPEAKERAnd so one of his first like kind of big stories
58:45SPEAKERhe put out there to help people wake up to preservation was,
58:48SPEAKEReven Nintendo didn't know when they launched the NES.
58:51SPEAKERThey didn't have a date.
58:53SPEAKER(laughing)
58:54SPEAKERAnd they still don't.
58:55SPEAKERAnd they didn't know when Super Mario came out.
58:57SPEAKERAnd like, it's just been this long going
58:59SPEAKERand ongoing kind of like debate
59:01SPEAKERon trying to figure out when the first game was sold.
59:03SPEAKERThere's been receipts sent to us.
59:05SPEAKER- Yeah, now that you mentioned that,
59:06SPEAKERI've looked that up at some point in the last few years
59:08SPEAKERand like the whole thing did feel really apocryphal
59:10SPEAKERwhen I was reading about it.
59:11SPEAKER'Cause it was like, oh, like they put it on test in New York
59:14SPEAKERand sold a few hundred units then maybe.
59:17SPEAKERAnd you know, like it all seemed very uncertain
59:20SPEAKERin the documentation, so.
59:22SPEAKER- It's really tough to figure that stuff out.
59:24SPEAKERAnd had we had a good record of that stuff, we might know.
59:27SPEAKERSo like he set out to go and gather every periodical.
59:30SPEAKERThere were magazines that were doing coverage of video games
59:33SPEAKERthat weren't video game magazines
59:35SPEAKERand all this sort of stuff.
59:35SPEAKERAnd he's been tracking everything down
59:37SPEAKERand it's painting this incredible picture of stuff.
59:40SPEAKERAnd I can't think of there's something recently
59:44SPEAKERwhere a lot of the conventional wisdom we have,
59:46SPEAKERyou start to realize is really just interpreted history
59:50SPEAKERfrom people's hearsay over and over again
59:52SPEAKERand that sort of thing.
59:53SPEAKERSo when you start seeing stuff that debunks a lot of things,
59:56SPEAKERwhether it's like when the NES launched
59:58SPEAKERor what different games, why they were canceled or whatever,
1:00:03SPEAKERyou start finding the real stuff back in the day,
1:00:05SPEAKERyou start to see a very different version of history
1:00:07SPEAKERthat we're not used to.
1:00:08SPEAKERBecause at the time, if you think about it,
1:00:10SPEAKERthere were very few books that talked about the inside,
1:00:15SPEAKERany inside knowledge of video games,
1:00:16SPEAKERnot until Steve Kent and other people
1:00:19SPEAKERpretty like game over and all that stuff,
1:00:21SPEAKERmany, many years after the fact.
1:00:23SPEAKERBut during that time, there was hardly any insight
1:00:25SPEAKERin what was going on behind the scenes.
1:00:27SPEAKERAnd so when there is, and we would go back to the stuff
1:00:29SPEAKERand you'd actually find those little bits,
1:00:31SPEAKERyou realize that some of these books,
1:00:32SPEAKERlike all the knowledge we have is built on just
1:00:34SPEAKERlike three books that were kind of from that time.
1:00:37SPEAKERAnd those three books, you can really tell
1:00:38SPEAKERthat they kind of just made stuff up and connect the dots.
1:00:40SPEAKER(laughing)
1:00:42SPEAKERSo what Frank's doing is like correcting all that,
1:00:45SPEAKERit's recalibrating a lot of that history.
1:00:46SPEAKERAnd we're finding out things that we never knew existed
1:00:49SPEAKERbefore games, technology companies, all stuff
1:00:52SPEAKERthat's all painting the picture for why people made
1:00:54SPEAKERdecisions and when they did and how all these companies
1:00:57SPEAKERthat we know and love today kind of dodged many bullets
1:01:00SPEAKERto get here and we know where those bullets
1:01:01SPEAKERand bodies are now for all that.
1:01:03SPEAKER- Do you feel like are there a lot of tell alls out there
1:01:05SPEAKERstill waiting to be written?
1:01:06SPEAKERLike, are we gonna see a lot more of that stuff?
1:01:08SPEAKERLike, there's been a little bit here and there.
1:01:09SPEAKER- Oh, there's so many.
1:01:10SPEAKEROh, so many.
1:01:12SPEAKERSo there's the book I wanna write, like the deathbed book,
1:01:15SPEAKERbecause I've been told so many stories.
1:01:18SPEAKERSo many things that would like, I'll read news stories today
1:01:21SPEAKERabout somebody or some company.
1:01:23SPEAKERAnd like, I know, like again, I know where the body buried
1:01:26SPEAKERand I know how it got there.
1:01:28SPEAKERAnd it's just like, it's such an uncomfortable feeling
1:01:30SPEAKERbecause I just want people to know, not out of spite
1:01:32SPEAKERor anything, I just want people to know like,
1:01:34SPEAKERthere's a real weird reason why these people
1:01:35SPEAKERare still around or why this happens
1:01:37SPEAKERor why they're even doing something.
1:01:39SPEAKERAnd like that stuff doesn't get discussed
1:01:41SPEAKERand I can't wait to see when those tell all books
1:01:43SPEAKERstart to finally come around.
1:01:44SPEAKERThere's a certain amount of time I think everybody needs.
1:01:46SPEAKERAnd I thought it would be by now,
1:01:47SPEAKERbut no, there's stuff that like,
1:01:50SPEAKERlet's let their career end first
1:01:51SPEAKERbefore some things are spoken.
1:01:52SPEAKER- Right, right.
1:01:53SPEAKERYeah, we need some equation to describe this,
1:01:55SPEAKERlike retirement plus 10 years or something like that.
1:01:58SPEAKER- Yeah, exactly.
1:01:59SPEAKER- So let's see here.
1:02:02SPEAKERWhere do you stand on in terms of preservation?
1:02:04SPEAKERLike, I guess the public release of materials.
1:02:08SPEAKERI'm guessing the way you guys have run things,
1:02:10SPEAKERyou lean much more toward democratizing this stuff,
1:02:13SPEAKERbut like you find like super obscure games
1:02:15SPEAKERlike SimCity for the NES or, you know,
1:02:18SPEAKERthings that never saw the light of day.
1:02:19SPEAKERLike, do you feel pretty strongly
1:02:20SPEAKERthat that stuff should always be made like fully public
1:02:22SPEAKERand like available for everybody to enjoy?
1:02:25SPEAKER- This is stuff we continue to debate all the time
1:02:27SPEAKERand there's partnerships we have with all these companies.
1:02:30SPEAKERSo you don't want to blindside anybody
1:02:32SPEAKERwith any sort of like thing that's gonna hurt them
1:02:35SPEAKERor their business or anything like that.
1:02:36SPEAKERSo there's usually just a, like almost per item basis,
1:02:39SPEAKERwe have to do a lot of research
1:02:42SPEAKERand a lot of discussing what the possibilities are
1:02:44SPEAKERand why we're doing it and whether or not
1:02:47SPEAKERit has any impact on people who own
1:02:49SPEAKERany potential rights for the thing.
1:02:51SPEAKERAnd so that's why like myself and others
1:02:53SPEAKERthat are on the board usually get together
1:02:54SPEAKERis 'cause we discuss these kind of topics all the time.
1:02:57SPEAKERAnd more often than not, we want to reach out
1:02:58SPEAKERto these companies and let them know
1:02:59SPEAKERthat this is something we want to do,
1:03:01SPEAKERor if there's any benefit of this stuff,
1:03:03SPEAKERwe want to coordinate with them
1:03:04SPEAKERto make sure they get what they have,
1:03:05SPEAKERthey don't have it anymore and that they get that back
1:03:07SPEAKERand that sort of thing.
1:03:08SPEAKERSo it's just a per game thing we have to decide how to,
1:03:12SPEAKERin many cases, stuff's debunked
1:03:14SPEAKERor, you know, it's no longer around anymore
1:03:16SPEAKERand that sort of stuff.
1:03:17SPEAKERAnd we can kind of get that out there.
1:03:19SPEAKER'Cause like at the end of the day,
1:03:21SPEAKERthe reason it even came into our hands
1:03:22SPEAKERis because somebody saved it.
1:03:24SPEAKERAnd so a lot of this older stuff
1:03:26SPEAKERthat would have been gone forever only exists
1:03:28SPEAKERbecause people were able to get in other people's hands
1:03:30SPEAKERand those copies are out there.
1:03:32SPEAKERLike honestly, the games that get delisted
1:03:34SPEAKERon like the Xbox 360 and all those older machines,
1:03:36SPEAKERthe only reason we even have any copies of those anymore
1:03:39SPEAKERis because people pirated them
1:03:41SPEAKERand nobody else backed them up.
1:03:43SPEAKERSo it's a weird line you have to walk all the time
1:03:46SPEAKERbecause like you don't want to endorse piracy
1:03:48SPEAKERbut at the same time,
1:03:49SPEAKERthat saved a lot of games from obscurity.
1:03:53SPEAKER- Sure.
1:03:55SPEAKERSpeaking of which--
1:03:55SPEAKER- Mr. Crips was proud of me right now.
1:03:57SPEAKERThat old lady would be so proud.
1:03:58SPEAKER(laughing)
1:04:00SPEAKER- Mrs. Crips just wants people to play games.
1:04:02SPEAKERGames are for the people.
1:04:02SPEAKER- That's all she wanted.
1:04:03SPEAKERUltimate Wizard, everybody should play Ultimate Wizard.
1:04:05SPEAKER- That's right.
1:04:06SPEAKER- That's so cool.
1:04:07SPEAKER- Speaking of kind of resurrecting old games,
1:04:09SPEAKERbreathing new life back into old stuff,
1:04:13SPEAKERhow do you feel about,
1:04:13SPEAKERI feel like FPGAs are kind of all anybody's talking about
1:04:17SPEAKERin the playing old games scene at the moment.
1:04:19SPEAKERLike how do you feel about that stuff?
1:04:21SPEAKERDoes it pique your interest or?
1:04:23SPEAKER- Oh, I mean, I have a Mr. FPGA platform
1:04:26SPEAKERimmediately to the right of this screen I'm looking at.
1:04:28SPEAKER- Sure.
1:04:29SPEAKER- And I have a game up there right now that I'm working on.
1:04:31SPEAKERIn fact, I'm using it to work on that project today.
1:04:34SPEAKERBut the analog systems, analog NT, the mega,
1:04:39SPEAKER- Mega SG.
1:04:40SPEAKER- SG and all those like incredible,
1:04:42SPEAKERthe handheld coming up I'm sure is gonna be incredible.
1:04:45SPEAKERBut the Mr, the M-I capital S-T-E-R platform
1:04:49SPEAKERis the open source version of all that.
1:04:52SPEAKERIt's incredible.
1:04:53SPEAKERIt has arcade platforms simulated on that.
1:04:55SPEAKERIt has all your old open computers that matter.
1:04:58SPEAKERAnd every day it seems to be more and more features
1:05:00SPEAKERthat stuff.
1:05:01SPEAKERAnd they add in hardware,
1:05:02SPEAKERsay like the Super FX chip for Super Nintendo.
1:05:05SPEAKERThat's cool that you have that,
1:05:06SPEAKERbut then they put in extra tweaks on there
1:05:08SPEAKERwhere you can overclock it
1:05:09SPEAKERor you can do all these different things with that hardware.
1:05:11SPEAKERAnd then there's a lot of other things you can do
1:05:12SPEAKERto help debug and all that stuff with this.
1:05:14SPEAKERSo to me, FPGA is kind of,
1:05:16SPEAKERif you're into older games or the future
1:05:19SPEAKERof like classic game playing and all that stuff,
1:05:21SPEAKERI think FPGA platforms are the way to go.
1:05:23SPEAKERThey're gonna be the ones that are gonna support
1:05:24SPEAKERthe visual output that we were talking about earlier
1:05:26SPEAKERand all these other extra features.
1:05:28SPEAKERSo if you're gonna play a classic game
1:05:29SPEAKERon modern televisions, that's the way to go.
1:05:34SPEAKER- Given the open source nature of that stuff
1:05:36SPEAKERwith the Mister, do you have any urge
1:05:39SPEAKERto get involved in terms of contributing work
1:05:41SPEAKERor do you know do enough of this stuff
1:05:42SPEAKERas your day job already?
1:05:45SPEAKER- Oh, I would love to.
1:05:46SPEAKERRight now I'm at that point where I felt
1:05:49SPEAKERbefore I learned machine language,
1:05:50SPEAKERI look at it, I'm like, what?
1:05:52SPEAKERHow does this work?
1:05:53SPEAKER'Cause it's very different from software emulation.
1:05:55SPEAKERVery different.
1:05:57SPEAKERBut at the end of the day,
1:05:59SPEAKERa lot of the same process goes into play.
1:06:01SPEAKERSo basically what these things are doing
1:06:02SPEAKERis just, to me, I always like, in my mind,
1:06:04SPEAKERI think of them as like the liquid metal terminator.
1:06:07SPEAKERYou say like, I want you to be a C64
1:06:10SPEAKERand it just like morphs into a C64
1:06:11SPEAKERand it sounds and looks exactly like one
1:06:13SPEAKERand its timings and everything are all just accurate.
1:06:16SPEAKERNo latency.
1:06:17SPEAKERThat's kind of what it is.
1:06:18SPEAKERIt's this magic field programmable gate array
1:06:20SPEAKERthat just switches itself over
1:06:22SPEAKERto the layout of all these old systems with precise timing.
1:06:25SPEAKERLike one of the best ways to know
1:06:26SPEAKERhow good this platform is to play an Atari 2600 game
1:06:29SPEAKERon the MiSTer on an HDTV versus playing it
1:06:31SPEAKERon any of those flashbacks or any console.
1:06:34SPEAKERWhen you move left and right,
1:06:35SPEAKERit immediately moves left and right.
1:06:36SPEAKERPlay Pitfall and then it'll play it
1:06:37SPEAKERon those other machines.
1:06:39SPEAKERYou'll see that like the sound is behind
1:06:40SPEAKERby several frames on those other machines
1:06:42SPEAKERand the player, when you're pushing left and right
1:06:44SPEAKERreally fast, is going like an opposite direction
1:06:47SPEAKERfrom what you're pressing at a certain cadence.
1:06:49SPEAKERSo like when you do it on the MiSTer,
1:06:51SPEAKEReverything's just immediate, it feels great,
1:06:52SPEAKERthe arcade games feel the same way.
1:06:54SPEAKERIt's kind of what we're talking about before with the display
1:06:56SPEAKERthis stuff's all moving really fast and perfect.
1:06:59SPEAKER- Sure, so do you think we'll get to the point
1:07:01SPEAKERwith platforms like the MiSTer
1:07:02SPEAKERwhere we're able to do the emulation of the phosphor fade
1:07:05SPEAKERand all that kind of thing over time?
1:07:07SPEAKEROr you think that's next, further down the line?
1:07:10SPEAKER- I think that's a next generation version
1:07:12SPEAKERof something like this.
1:07:13SPEAKEROr it's an FPGA platform that's in concert with this.
1:07:16SPEAKER- Okay.
1:07:17SPEAKER- Because that's so much work involved in that,
1:07:20SPEAKERthat maybe one of these immediate like middle devices
1:07:23SPEAKERthat is potentially on the horizon here
1:07:26SPEAKERwould be something you would hook this into
1:07:27SPEAKERto go out to your output.
1:07:28SPEAKERThere's always gonna be some amount of latency
1:07:29SPEAKERbut that might be the best way.
1:07:32SPEAKER- Yeah, you know, as much as we prattle on
1:07:34SPEAKERabout the MiSTer here, it's kind of crazy
1:07:35SPEAKERall the other places that FPGAs are showing up
1:07:37SPEAKERin like Dreamcast and Gamecubes
1:07:39SPEAKERand like acting as like video processors, you know,
1:07:41SPEAKERlike enabling specific parts of the pipeline
1:07:44SPEAKERinstead of acting as the whole thing.
1:07:46SPEAKERSo it seems like- - Audio engineering, yeah.
1:07:48SPEAKER- Totally, it seems like maybe the sky's the limit
1:07:50SPEAKERfor those things showing up in places
1:07:52SPEAKERand doing different jobs.
1:07:54SPEAKER- And we're talking about monitors.
1:07:55SPEAKERThere's the holy grail of monitors
1:07:57SPEAKERthat I think everybody's aware of,
1:07:58SPEAKERwhich is the Sony PVM series.
1:07:59SPEAKER- Sure.
1:08:01SPEAKER- Those are the studio grade monitors.
1:08:02SPEAKERThose things are like gold in classic gaming circles.
1:08:05SPEAKERAnd I finally got my first Sony PVM last year
1:08:08SPEAKERand I hooked the MiSTer up to that.
1:08:10SPEAKERAnd boy, that's bliss.
1:08:12SPEAKER- You've arrived, you've reached Nirvana.
1:08:14SPEAKER- I have arrived.
1:08:15SPEAKERI feel like I've missed out for so many years.
1:08:17SPEAKER- Actually, I'm just gonna keep thinking up questions here,
1:08:20SPEAKERbut I'm guessing like, I mean, I'm mostly talking
1:08:23SPEAKERabout myself here, but I'm guessing a lot of people
1:08:24SPEAKERstill have like old CRT monitors from the '90s,
1:08:27SPEAKERlike PC monitors.
1:08:28SPEAKERHow are those for hooking up to something like a MiSTer?
1:08:30SPEAKER'Cause they're not, you know, straight NTSC,
1:08:31SPEAKERthey're higher resolution than a TV would have been
1:08:34SPEAKERback then, but like, are those a good stand in?
1:08:36SPEAKERLike, are you gonna get most of the same effects there?
1:08:39SPEAKER- Honestly, the second best thing from like an RGB
1:08:41SPEAKERand like kind of display like that is probably VGA.
1:08:44SPEAKERPlaying arcade games on a VGA monitor
1:08:46SPEAKERstill looks really nice, but it's not super crisp
1:08:48SPEAKERlike an HD display.
1:08:50SPEAKERSo you get a little of that artifacting.
1:08:51SPEAKERIt's like a good midway between CRTs and an HD display.
1:08:57SPEAKERBut it's that instant refresh and the instant display
1:09:00SPEAKERof the data that's really, really good.
1:09:03SPEAKERSo I would say if you have an old '90s computer VGA
1:09:06SPEAKERfour by three screen, hook that up to a MiSTer
1:09:09SPEAKERor up to a PC with an emulator, the display latency
1:09:12SPEAKERis way less than what you get on an HDTV.
1:09:16SPEAKER- So it seems to me like game development these days
1:09:18SPEAKERhas become such a like high level abstracted process.
1:09:22SPEAKERLike there's, you know, the APIs on top of APIs
1:09:24SPEAKERand like billions of transistors.
1:09:25SPEAKERAnd like, it's just not the elemental like hands-on thing
1:09:29SPEAKERthat it was when you started, you know,
1:09:30SPEAKERwhere you're like, you talk about writing, you know,
1:09:31SPEAKERlike a game is a few thousand lines of machine code
1:09:33SPEAKERand you're writing it directly to, you know,
1:09:36SPEAKERaddressing a CPU directly.
1:09:38SPEAKERLike, do you feel like it's important to expose
1:09:41SPEAKERlike the next generation to the type of programming
1:09:43SPEAKERthat you did as a kid?
1:09:45SPEAKERBecause it seems like they don't have a lot of pathways
1:09:47SPEAKERinto that, like really up close, like intimate connection
1:09:51SPEAKERwith the hardware that they used to back then, you know,
1:09:53SPEAKERjust because of the nature of and complexity of things now.
1:09:57SPEAKER- I know, I think that's an incredible thing to do.
1:09:59SPEAKERMany years ago, before I had kids,
1:10:01SPEAKERI used to go to this place in Antioch, California
1:10:03SPEAKERcalled 4Js, which is this like destination of classic gaming
1:10:07SPEAKERthat you used to go to.
1:10:08SPEAKERThis guy had a warehouse of old game systems and computers
1:10:10SPEAKERand you could just buy things for dirt cheap.
1:10:12SPEAKERAnd I went there one day with a few friends
1:10:14SPEAKERand this guy came in with his son
1:10:16SPEAKERand his son was asking for an Atari 800 home computer.
1:10:18SPEAKERAnd this was like 2006, maybe, 2008.
1:10:22SPEAKER- That's wild.
1:10:24SPEAKER- And I remember going like,
1:10:26SPEAKERwhat do you need Atari 800 for?
1:10:27SPEAKERWhere are you gonna play on it?
1:10:28SPEAKERAnd he's like, the dad basically was answering the question
1:10:30SPEAKERsaying like, I never had a home computer when I was a kid.
1:10:33SPEAKERLike he just discovered this through emulation
1:10:35SPEAKERand now he wants to get a real one and he's programming them.
1:10:38SPEAKERI'm like, what?
1:10:39SPEAKERSo I was asking this kid all these questions,
1:10:40SPEAKERlike, how'd you find out?
1:10:41SPEAKERAnd like, he would go to all these different websites
1:10:43SPEAKERand all this stuff and he was doing stuff.
1:10:44SPEAKERAnd I realized he got really hooked on it
1:10:46SPEAKERbecause it was so hard, whatever he had as a PC,
1:10:48SPEAKERit was so hard for him to get
1:10:50SPEAKERwhatever set up to program on.
1:10:51SPEAKERBut he got an emulator for the Atari 800
1:10:53SPEAKERthrough this weird esoteric way through a forum,
1:10:57SPEAKERput one on there and he was able to just type in programs
1:10:58SPEAKERthat things would happen.
1:10:59SPEAKERHe didn't have to set anything up.
1:11:00SPEAKERHe would just fire up this emulator and start writing stuff.
1:11:03SPEAKERAnd so it was super easy.
1:11:04SPEAKERSo then flash forward now to where I am
1:11:07SPEAKERand just like a few days ago,
1:11:09SPEAKERI had my son sitting on the Commerce 64 to my left here.
1:11:11SPEAKERI put it all together for him
1:11:12SPEAKERbecause he's really into music and writing music.
1:11:15SPEAKERAnd I told him the whole history of the SID chip
1:11:16SPEAKERin the Commerce 64.
1:11:18SPEAKERIt was like beginning days of how synths were made
1:11:20SPEAKERand all stuff.
1:11:21SPEAKERAnd so I gave him this book that I had when I was a kid
1:11:23SPEAKERthat had all this stuff, programming sound.
1:11:25SPEAKERHe was complaining, the keyboard sucks.
1:11:27SPEAKERIt's taking too long to type this stuff in.
1:11:29SPEAKERAnd once he got the program in and ran it, he loved it.
1:11:31SPEAKERHe was already spitting.
1:11:32SPEAKERNow he feels he understands what's going on there.
1:11:35SPEAKERHe wants to do more with it.
1:11:36SPEAKERAnd he was able to actually go back to the primeval times
1:11:41SPEAKERor whatever and understand how sound is generated.
1:11:43SPEAKERHe was thinking about waveforms and voices
1:11:46SPEAKERand all these things and what works best
1:11:48SPEAKERfor creating echo and all this kind of stuff
1:11:50SPEAKERthat he never had to think about technically.
1:11:52SPEAKERHe just pressed a button for it.
1:11:53SPEAKERNow he had total control of it.
1:11:55SPEAKER- That's super cool.
1:11:56SPEAKERThat sounds awesome.
1:11:57SPEAKER- Yeah.
1:11:58SPEAKER- Mike, this is, I guess, the time.
1:12:00SPEAKERThank you so much for coming by.
1:12:00SPEAKERThis is the time for plugs.
1:12:02SPEAKERWhat do you want to plug?
1:12:04SPEAKERFire up, let our audience know about your stuff.
1:12:07SPEAKER- Well, we have a game that came out
1:12:09SPEAKERjust near the end of last year called Medieval PS4.
1:12:11SPEAKERGo check it out.
1:12:12SPEAKERIt's a remaster and recreation from the ground up
1:12:14SPEAKERof the Medieval game that was a classic
1:12:16SPEAKERon the original PlayStation.
1:12:17SPEAKER- I could probably do a whole separate podcast
1:12:19SPEAKERjust on the process of recreating that thing.
1:12:21SPEAKER- Oh man, that is a big process.
1:12:24SPEAKERThat was, yeah, it's a little bit
1:12:26SPEAKERof what we were talking about earlier, but even more.
1:12:28SPEAKERSo we did that.
1:12:29SPEAKERAnd then what else do we have out there?
1:12:31SPEAKERWe have all our emulation stuff.
1:12:32SPEAKERWe did Aladdin and Lion King,
1:12:34SPEAKERwhich were the Disney classics that were on Genesis.
1:12:37SPEAKER- Oh my God, you guys did those.
1:12:38SPEAKER- Super Nintendo.
1:12:39SPEAKER- Holy shit. - Yeah, we did those.
1:12:40SPEAKER- Oh my gosh, dude.
1:12:41SPEAKERDid you see all the video stuff that's in there?
1:12:42SPEAKER- The young Lewis Castle in those videos
1:12:45SPEAKERthat we came across was a mind blowing moment, man.
1:12:48SPEAKERHoly shit.
1:12:50SPEAKER- Bad hair. - Bad hair.
1:12:51SPEAKER- I mean, we all had bad hair, but bad hair.
1:12:53SPEAKER- Those things are- - It's incredible.
1:12:55SPEAKER- Like those things,
1:12:55SPEAKERI didn't even realize you guys did those.
1:12:56SPEAKERThose things are like a really,
1:12:58SPEAKERlike it's like an obvious labor of love, you know?
1:13:00SPEAKERLike that's a really nice production, nice menus,
1:13:02SPEAKERnice extras, just nice everything.
1:13:04SPEAKER- That's kind of the thing that we're,
1:13:05SPEAKERso that is a glimpse of what we're doing now
1:13:07SPEAKERgoing into the future.
1:13:08SPEAKERWe go and do documentaries
1:13:09SPEAKERand we find any archival footage we can.
1:13:11SPEAKERSo we're gonna have videos, we're gonna have interviews.
1:13:13SPEAKERWe do all this stuff now where we actually want
1:13:15SPEAKERour digital clips titles to be half documentary,
1:13:18SPEAKERhalf gameplay.
1:13:19SPEAKERSo stuff going forward, you're gonna be,
1:13:21SPEAKERI think you're gonna be very happy
1:13:22SPEAKERwith some of the stuff we have coming up.
1:13:23SPEAKERSo we did that Lion King Aladdin.
1:13:26SPEAKERWe have the Samurai Shodown collection coming soon with SNK.
1:13:31SPEAKERAnd there's a really big surprise in that one
1:13:32SPEAKERthat I can't wait for everybody to see.
1:13:34SPEAKERAnd that, as a result of us doing a lot
1:13:36SPEAKERof what we've been talking about
1:13:37SPEAKERand going and trying to find stuff,
1:13:38SPEAKERwe found a lot of good stuff for that collection.
1:13:40SPEAKERI think people who are big Samurai Shodown fans
1:13:42SPEAKERare gonna be surprised by some of the stuff we've unearthed.
1:13:46SPEAKERWhat else do we have?
1:13:47SPEAKERI'm working on Idarb 2, I just kicked that off.
1:13:50SPEAKER- You drew another red box.
1:13:52SPEAKER- Yeah, I'm drawing two red boxes now.
1:13:56SPEAKERSo things have really leveled up.
1:13:58SPEAKERSo getting that pulled together, working pretty hard on that.
1:14:01SPEAKERAnd then we've got so many projects in the works
1:14:05SPEAKERthat we'll be announcing over the next few months.
1:14:07SPEAKEROriginally when we're gonna announce stuff at E3,
1:14:09SPEAKERand then E3 kind of went away, we're like,
1:14:11SPEAKERoh, I guess we can spend more time
1:14:12SPEAKERand get our announcement perfect.
1:14:13SPEAKERSo now we're just trying to figure out,
1:14:15SPEAKERdo we go earlier or later and all that kind of stuff.
1:14:16SPEAKERSo that'd be pretty good.
1:14:17SPEAKERWe have probably about four or five projects in the works.
1:14:19SPEAKER- And then for people who are interested in the foundation,
1:14:21SPEAKERwhat's the best way for them to dig into
1:14:23SPEAKERsome of those materials that are being archived?
1:14:27SPEAKER- So what Frank's gonna be talking about
1:14:30SPEAKERcoming up here for the remainder of the year
1:14:32SPEAKERis how to access that sort of stuff
1:14:34SPEAKERin a way now that we're in this new world
1:14:36SPEAKERand how this is gonna be migrating to some form of online,
1:14:41SPEAKERkind of activate it from online and peruse it.
1:14:45SPEAKERSo he's working on that right now.
1:14:47SPEAKERWe'll have some news coming up, I think,
1:14:48SPEAKERon how that's gonna be sorted out.
1:14:49SPEAKERIt's been an on and off again kind of thing
1:14:51SPEAKERbecause like we're talking about before,
1:14:52SPEAKERthere are legal issues to a lot of stuff too.
1:14:55SPEAKERSo a lot that's in his archive,
1:14:56SPEAKERwe have to make sure stuff that can be public accessible
1:14:59SPEAKERon how to do that.
1:15:00SPEAKERThat's all being talked about right now.
1:15:03SPEAKERBut if you just reach out to the Video Game History Foundation
1:15:08SPEAKERand reach out to Frank Cifaldi
1:15:09SPEAKERand you have any specific needs
1:15:11SPEAKERor you're looking for anything,
1:15:11SPEAKERhe's a good place to start.
1:15:13SPEAKERAnd whether you can get access to the archive
1:15:15SPEAKERdirectly through Frank,
1:15:16SPEAKERor if you're working for a game publisher
1:15:19SPEAKERand you're looking for a little source code
1:15:21SPEAKERor who you should talk to
1:15:22SPEAKERor maybe try to track something down,
1:15:23SPEAKERreach out to the foundation
1:15:24SPEAKERbecause they've been instrumental
1:15:25SPEAKERon the stuff we do at Digital Eclipse
1:15:27SPEAKERand other projects as well.
1:15:29SPEAKERSo if you're looking to, like we're talking about before,
1:15:31SPEAKERthere's so many people who don't have source code anymore.
1:15:33SPEAKERTalk to Frank.
1:15:34SPEAKERHe probably knows where that is.
1:15:35SPEAKER- Cool, very cool.
1:15:37SPEAKER- Mike, thank you so much for coming by.
1:15:39SPEAKERAnd as always, this is the part of the show
1:15:41SPEAKERwhere we talk about what's going on on the Patreon.
1:15:42SPEAKERWe opened up new channels this week.
1:15:44SPEAKER- Yeah, that's right.
1:15:45SPEAKER- On the Discord, Brad.
1:15:46SPEAKER- Discord is booming.
1:15:48SPEAKER- It's, there's always like 10 good conversations.
1:15:51SPEAKERI wish I had more time to dig in.
1:15:53SPEAKERAre we able to make our channels
1:15:54SPEAKERand video games channels this week?
1:15:56SPEAKERAnd I think the food channel might be new this week
1:15:57SPEAKERalthough that might've been last week.
1:15:59SPEAKERSo it looks like we're probably gonna add
1:16:02SPEAKERan emulation channel given the conversations
1:16:04SPEAKERthat are happening in general right now.
1:16:05SPEAKERSo if you wanna find out how to back the Patreon,
1:16:09SPEAKERyou can by going to patreon.com/techpod.
1:16:12SPEAKERAs always, please tell your friends about the show.
1:16:14SPEAKERWe love to get new audience members in.
1:16:17SPEAKERAnd the best way to do that is with word of mouth,
1:16:18SPEAKERyou all telling your friends.
1:16:20SPEAKERI love looking at the Twitter feed
1:16:21SPEAKERand seeing everybody posting about the most recent episode.
1:16:25SPEAKERIf you have questions, send them to techpod@content.town.
1:16:30SPEAKERAnd we'll answer them in a few weeks.
1:16:30SPEAKERAnd I think that's it for me.
1:16:33SPEAKERBrad, you got anything else?
1:16:34SPEAKER- No, not unless I just kinda wanna ask Micah
1:16:36SPEAKERif I can come hang out in his basement for a little while.
1:16:38SPEAKERIt just looks so comforting.
1:16:41SPEAKERIt looks like the eighties in there.
1:16:43SPEAKER- Yeah, you can.
1:16:43SPEAKERAnd you know what, as long as we can keep six feet away,
1:16:45SPEAKERit's not very big of a space,
1:16:46SPEAKERbut we can keep six feet away.
1:16:47SPEAKER- It's like if my entire childhood
1:16:49SPEAKERand all of my childhood hopes and dreams
1:16:51SPEAKERwere encapsulated in a single room, it is that one.
1:16:53SPEAKERAnd I just can't stop looking at it.
1:16:54SPEAKERSo sign off before I come over and invade your house.
1:16:59SPEAKER(laughing)
1:17:00SPEAKER- Well, take care of yourself, Micah.
1:17:01SPEAKERThanks for coming by and we'll see everybody next week.
1:17:04SPEAKERBye.
1:17:05SPEAKER(upbeat music)