1 00:00:00,000 --> 00:00:03,840 [THEME MUSIC PLAYING] 2 00:00:03,840 --> 00:00:06,240 3 00:00:06,240 --> 00:00:07,200 [TIRES SCREECHING] 4 00:00:07,200 --> 00:00:09,190 - It's an industry that's revolutionized 5 00:00:09,190 --> 00:00:11,060 every area of entertainment. 6 00:00:11,060 --> 00:00:14,470 From television to sports to movies. 7 00:00:14,470 --> 00:00:18,040 The video game business rakes in more than $20 billion a year, 8 00:00:18,040 --> 00:00:20,320 making bigger bucks than even Hollywood. 9 00:00:20,320 --> 00:00:21,970 - This industry was created on products 10 00:00:21,970 --> 00:00:23,928 that were so exciting that people would stay up 11 00:00:23,928 --> 00:00:26,470 all night outside a store to get it the next morning. 12 00:00:26,470 --> 00:00:29,200 - But how did two lines and a dot turn into the high tech, 13 00:00:29,200 --> 00:00:33,520 hyper realistic worlds of games like The Sims and Halo? 14 00:00:33,520 --> 00:00:35,830 It's not just about circuit boards and chips, 15 00:00:35,830 --> 00:00:38,551 it's about people driven by vision and obsession. 16 00:00:38,551 --> 00:00:40,550 JOHN ROMERO: Video games to me is my whole life. 17 00:00:40,550 --> 00:00:42,370 That's all I've done since I was 12. 18 00:00:42,370 --> 00:00:44,680 - It's about games that have been blamed for making 19 00:00:44,680 --> 00:00:47,185 kids antisocial and violent. 20 00:00:47,185 --> 00:00:49,240 - If you play too much doom, you're 21 00:00:49,240 --> 00:00:51,370 going to end up going on a shooting spree. 22 00:00:51,370 --> 00:00:52,980 [GUNFIRE] 23 00:00:52,980 --> 00:00:55,100 There's really people who believe this. 24 00:00:55,100 --> 00:00:58,010 - It's about feuds, wars, and even a little bit 25 00:00:58,010 --> 00:01:00,580 of good old fashioned piracy. 26 00:01:00,580 --> 00:01:02,600 - If they were going to copy our stuff, 27 00:01:02,600 --> 00:01:05,239 we were going to bury them one way or another. 28 00:01:05,239 --> 00:01:07,040 - But most of all, it's about how 29 00:01:07,040 --> 00:01:09,280 a whole generation grabbed the joystick 30 00:01:09,280 --> 00:01:12,440 and got juiced up on video gaming. 31 00:01:12,440 --> 00:01:15,290 The secrets behind the games, the passion 32 00:01:15,290 --> 00:01:18,980 that powered the industry, and the guys who made it happen. 33 00:01:18,980 --> 00:01:27,674 34 00:01:27,674 --> 00:01:29,610 [MUSIC PLAYING] 35 00:01:29,610 --> 00:01:30,795 TONY HAWK: Video games. 36 00:01:30,795 --> 00:01:33,160 For some people, they're a blast from the past. 37 00:01:33,160 --> 00:01:35,625 [VIDEO GAME SOUND EFFECTS] 38 00:01:35,625 --> 00:01:37,500 Something they used to do at the local arcade 39 00:01:37,500 --> 00:01:40,950 when they were hanging out after high school. 40 00:01:40,950 --> 00:01:44,650 But for others, video games are the new technological frontier. 41 00:01:44,650 --> 00:01:48,060 And innovative form of communication and storytelling, 42 00:01:48,060 --> 00:01:49,632 and the future of entertainment. 43 00:01:49,632 --> 00:01:53,410 44 00:01:53,410 --> 00:01:54,259 Hi, I'm Tony Hawk. 45 00:01:54,259 --> 00:01:56,800 A lot of you are probably used to seeing me with a skateboard 46 00:01:56,800 --> 00:01:58,508 and looking a little something like this. 47 00:01:58,508 --> 00:02:03,830 48 00:02:03,830 --> 00:02:05,580 And a lot of you gamers are even more used 49 00:02:05,580 --> 00:02:09,169 to seeing me like this. 50 00:02:09,169 --> 00:02:11,870 I got into video games early on, even before I got 51 00:02:11,870 --> 00:02:13,800 to be a video character myself. 52 00:02:13,800 --> 00:02:16,104 In fact, I don't think I even had my first board yet, 53 00:02:16,104 --> 00:02:17,270 and where could you find me? 54 00:02:17,270 --> 00:02:18,978 Playing Pac-Man down at the pizza parlor. 55 00:02:18,978 --> 00:02:20,990 [MUSIC PLAYING] 56 00:02:20,990 --> 00:02:23,379 But games have come a long way since then. 57 00:02:23,379 --> 00:02:25,670 And if you think the history of the video game invasion 58 00:02:25,670 --> 00:02:28,550 is all about cool graphics and cutting edge technology, 59 00:02:28,550 --> 00:02:29,300 well you're right. 60 00:02:29,300 --> 00:02:32,110 61 00:02:32,110 --> 00:02:34,750 But it's also a story about a group of unique individuals 62 00:02:34,750 --> 00:02:37,210 who started with nothing but ideas. 63 00:02:37,210 --> 00:02:38,920 Guys who came out of their garages 64 00:02:38,920 --> 00:02:41,770 and ended up as power players in a multi-billion dollar 65 00:02:41,770 --> 00:02:44,860 industry who revolutionized entertainment and turn 66 00:02:44,860 --> 00:02:46,480 themselves into rock stars. 67 00:02:46,480 --> 00:02:48,950 [MUSIC PLAYING] 68 00:02:48,950 --> 00:02:52,600 And the first rock star of them all was this guy. 69 00:02:52,600 --> 00:02:54,460 This is Willie Higginbotham. 70 00:02:54,460 --> 00:02:57,490 He helped invent the nuclear bomb and the first computer 71 00:02:57,490 --> 00:02:59,328 [EXPLOSION] 72 00:02:59,328 --> 00:03:01,300 The bomb looked like this. 73 00:03:01,300 --> 00:03:04,210 The game looked like this. 74 00:03:04,210 --> 00:03:05,740 A primitive version of tennis. 75 00:03:05,740 --> 00:03:07,420 It was just a dot moving back and forth 76 00:03:07,420 --> 00:03:09,280 on an oscilloscope screen. 77 00:03:09,280 --> 00:03:10,780 It showed up as a novelty exhibit 78 00:03:10,780 --> 00:03:13,360 at Brookhaven National Lab in 1958 79 00:03:13,360 --> 00:03:16,810 and generated about as much excitement as this picture. 80 00:03:16,810 --> 00:03:18,160 Mortal Kombat it was not. 81 00:03:18,160 --> 00:03:20,842 82 00:03:20,842 --> 00:03:21,736 [MUSIC PLAYING] 83 00:03:21,736 --> 00:03:24,950 Fast forward, 1961. 84 00:03:24,950 --> 00:03:29,400 Student and pioneering hacker Steve Russell, nicknamed Slug. 85 00:03:29,400 --> 00:03:33,800 He spent six months tapping into $120,000 computer at MIT. 86 00:03:33,800 --> 00:03:38,384 End result, a punch card driven video called, Space War. 87 00:03:38,384 --> 00:03:40,050 STEVE KENT: He was the one who conceived 88 00:03:40,050 --> 00:03:41,610 the idea of making a game that would 89 00:03:41,610 --> 00:03:43,050 be completely interactive. 90 00:03:43,050 --> 00:03:46,200 It was a game where there were two rockets. 91 00:03:46,200 --> 00:03:49,080 A game where a Flash Gordon style rockets that 92 00:03:49,080 --> 00:03:50,700 would fly around shooting each other 93 00:03:50,700 --> 00:03:53,130 with a sun in the middle that had some gravity. 94 00:03:53,130 --> 00:03:55,140 If it sucked you in, you got destroyed. 95 00:03:55,140 --> 00:03:57,765 TONY HAWK: Space Wars spread to universities around America 96 00:03:57,765 --> 00:04:00,270 on an early version of the internet. 97 00:04:00,270 --> 00:04:03,930 But would the average Joe spend $120,000 to own one? 98 00:04:03,930 --> 00:04:07,920 Slug figured, no way and never patented the idea. 99 00:04:07,920 --> 00:04:11,735 He left MIT without graduating. 100 00:04:11,735 --> 00:04:12,360 [MUSIC PLAYING] 101 00:04:12,360 --> 00:04:15,000 Jump to 1966. 102 00:04:15,000 --> 00:04:17,160 A little device called television 103 00:04:17,160 --> 00:04:20,579 had made it into almost every living room in America. 104 00:04:20,579 --> 00:04:22,110 It was a cultural phenomenon. 105 00:04:22,110 --> 00:04:25,380 But to Ralph Baer, Vice President of Engineering 106 00:04:25,380 --> 00:04:28,150 at electronics giant Sanders Associates, 107 00:04:28,150 --> 00:04:29,400 it was a business opportunity. 108 00:04:29,400 --> 00:04:30,270 [CHA-CHING] 109 00:04:30,270 --> 00:04:33,040 RALPH BAER: The concept was this, 40 million TV 110 00:04:33,040 --> 00:04:35,340 sets out there in the US alone. 111 00:04:35,340 --> 00:04:39,180 If I could hit 1% of that, that's 400,000. 112 00:04:39,180 --> 00:04:43,728 Attach some gadget to 400,000 set, I got a business. 113 00:04:43,728 --> 00:04:46,100 [MUSIC PLAYING] 114 00:04:46,100 --> 00:04:49,690 TONY HAWK: Baer needed his play device to fit on a shelf. 115 00:04:49,690 --> 00:04:51,360 So that didn't give his little brown box 116 00:04:51,360 --> 00:04:53,380 much room for processing power. 117 00:04:53,380 --> 00:04:56,310 He wasn't doing much better than old Higgy, just two dots 118 00:04:56,310 --> 00:04:57,690 moving on a screen. 119 00:04:57,690 --> 00:05:00,990 No way this was going to set the world on fire. 120 00:05:00,990 --> 00:05:02,200 Then it hit him. 121 00:05:02,200 --> 00:05:04,800 A blockbuster breakthrough that would blow the roof off 122 00:05:04,800 --> 00:05:07,560 of home entertainment forever. 123 00:05:07,560 --> 00:05:08,580 Three spots! 124 00:05:08,580 --> 00:05:10,396 [MUSIC PLAYING] 125 00:05:10,396 --> 00:05:11,770 RALPH BAER: The third spot became 126 00:05:11,770 --> 00:05:15,760 a ball that made it into a ping pong game or a tennis game. 127 00:05:15,760 --> 00:05:19,450 Once we had that third ball going back and forth, 128 00:05:19,450 --> 00:05:22,380 we knew we had something. 129 00:05:22,380 --> 00:05:24,820 TONY HAWK: By 1971, Baer's bosses 130 00:05:24,820 --> 00:05:27,370 had patented the brown box and licensed it 131 00:05:27,370 --> 00:05:30,940 to television manufacturer Magnavox. 132 00:05:30,940 --> 00:05:34,270 Now called Odyssey, it began showing up at various trade 133 00:05:34,270 --> 00:05:35,703 fairs around the country. 134 00:05:35,703 --> 00:05:38,070 RALPH BAER: The Odyssey was the hit of the show. 135 00:05:38,070 --> 00:05:40,384 I had a hard time not getting up in my seat 136 00:05:40,384 --> 00:05:42,550 and then jumping up and down saying, that's my baby. 137 00:05:42,550 --> 00:05:45,370 - The system is called Odyssey and the hardware 138 00:05:45,370 --> 00:05:48,430 consists of a master control and two player control 139 00:05:48,430 --> 00:05:52,900 units connected by cable to any set 18 inches or larger, black 140 00:05:52,900 --> 00:05:54,310 and white or color. 141 00:05:54,310 --> 00:05:56,920 The players will simply switch to an unused channel, 142 00:05:56,920 --> 00:05:59,500 select their game, insert the program card 143 00:05:59,500 --> 00:06:03,497 in the control box, and place the overlay on the TV screen. 144 00:06:03,497 --> 00:06:04,147 [MUSIC PLAYING] 145 00:06:04,147 --> 00:06:06,730 SELLAM ISMAIL: So for instance, if you were playing the tennis 146 00:06:06,730 --> 00:06:08,980 game, this would actually using-- 147 00:06:08,980 --> 00:06:10,990 from static electricity, would cling 148 00:06:10,990 --> 00:06:12,880 to the front of your television. 149 00:06:12,880 --> 00:06:16,600 So this would be the overlay for a hockey game. 150 00:06:16,600 --> 00:06:19,630 TONY HAWK: The Odyssey hits store shelves in May, 1972, 151 00:06:19,630 --> 00:06:21,810 and sold for $100. 152 00:06:21,810 --> 00:06:24,730 And hey, if you wanted to pop for another $29, 153 00:06:24,730 --> 00:06:27,105 you could also buy yourself this wicked weapon 154 00:06:27,105 --> 00:06:30,670 and play the first ever shooter video game. 155 00:06:30,670 --> 00:06:32,770 Seems that even then, guns and video games 156 00:06:32,770 --> 00:06:35,904 were destined to be together. 157 00:06:35,904 --> 00:06:38,850 [MUSIC PLAYING] 158 00:06:38,850 --> 00:06:42,010 And to convince America how hip it was to own an Odyssey, 159 00:06:42,010 --> 00:06:45,280 Magnavox got the King of Cool, old blue eyes, Frank Sinatra 160 00:06:45,280 --> 00:06:46,879 himself to pitch the product. 161 00:06:46,879 --> 00:06:48,670 RALPH BAER: Unfortunately in the beginning, 162 00:06:48,670 --> 00:06:51,610 they connected to a Magnavox television set, of course. 163 00:06:51,610 --> 00:06:54,700 That got the idea abroad that you needed a Magnavox 164 00:06:54,700 --> 00:06:56,065 television set to play games. 165 00:06:56,065 --> 00:06:59,170 And they had to undo that by convincing customers 166 00:06:59,170 --> 00:07:03,580 in the store that you could indeed plug it into any TV set. 167 00:07:03,580 --> 00:07:05,680 TONY HAWK: It took over a year, but Magnavox 168 00:07:05,680 --> 00:07:09,790 managed to hook up about 150,000 Americans and their televisions 169 00:07:09,790 --> 00:07:12,248 to an Odyssey system. 170 00:07:12,248 --> 00:07:14,990 [MUSIC PLAYING] 171 00:07:14,990 --> 00:07:17,480 Next player in the game, Nolan Bushnell. 172 00:07:17,480 --> 00:07:20,990 An employee of a northern California electronics firm. 173 00:07:20,990 --> 00:07:24,050 He played Slug Russell's Spacewar at engineering school 174 00:07:24,050 --> 00:07:26,290 and couldn't get it out of his brain. 175 00:07:26,290 --> 00:07:28,044 NOLAN BUSHNELL: And actually thought, hey, 176 00:07:28,044 --> 00:07:29,960 this would be great news in an amusement park, 177 00:07:29,960 --> 00:07:34,580 but how do you put a million dollar computer into-- 178 00:07:34,580 --> 00:07:36,680 and pay for it at $0.25 a throw? 179 00:07:36,680 --> 00:07:39,290 Remember, the microprocessor hadn't been invented yet. 180 00:07:39,290 --> 00:07:42,800 And then one day the mini computer for $5,000 181 00:07:42,800 --> 00:07:44,974 came across my desk. 182 00:07:44,974 --> 00:07:45,890 I mean, the ad for it. 183 00:07:45,890 --> 00:07:48,320 I had the epiphany of being able to reduce it 184 00:07:48,320 --> 00:07:52,130 to a single board that was actually a fancy, signal 185 00:07:52,130 --> 00:07:54,122 generator, if you would. 186 00:07:54,122 --> 00:07:56,480 [MUSIC PLAYING] 187 00:07:56,480 --> 00:07:59,500 TONY HAWK: In 1971, Nolan's first video game, 188 00:07:59,500 --> 00:08:03,850 Computer Space hit American pinball arcades. 189 00:08:03,850 --> 00:08:06,400 Sleek, sexy, and we all remember the first time 190 00:08:06,400 --> 00:08:08,200 we played it, right? 191 00:08:08,200 --> 00:08:09,190 Right. 192 00:08:09,190 --> 00:08:12,230 It was one of the biggest turkeys of all time. 193 00:08:12,230 --> 00:08:14,980 NOLAN BUSHNELL: The problem with the game was that I loved it, 194 00:08:14,980 --> 00:08:17,960 all my friends loved it, but all my friends were engineers. 195 00:08:17,960 --> 00:08:21,370 It was a little bit too complex for the guy 196 00:08:21,370 --> 00:08:23,422 with a beer in a bar. 197 00:08:23,422 --> 00:08:24,790 [MUSIC PLAYING] 198 00:08:24,790 --> 00:08:27,400 TONY HAWK: Nolan's next move, taking $500 199 00:08:27,400 --> 00:08:30,190 and starting his own company in Santa Clara, California, 200 00:08:30,190 --> 00:08:32,034 with buddy Ted Dabney. 201 00:08:32,034 --> 00:08:34,630 The year was 1972. 202 00:08:34,630 --> 00:08:38,970 The company was called Atari. 203 00:08:38,970 --> 00:08:41,870 NOLAN BUSHNELL: Atari comes from the Japanese Game 204 00:08:41,870 --> 00:08:44,810 Go which is plight warning saying, watch out, 205 00:08:44,810 --> 00:08:46,500 you're going to get whacked. 206 00:08:46,500 --> 00:08:47,760 [MUSIC PLAYING] 207 00:08:47,760 --> 00:08:51,100 TONY HAWK: First big hire, engineer Al Alcorn. 208 00:08:51,100 --> 00:08:52,950 Nolan, proving he already has what 209 00:08:52,950 --> 00:08:54,870 it takes to be a great corporate executive, 210 00:08:54,870 --> 00:08:58,630 landed Al by lying to him. 211 00:08:58,630 --> 00:09:01,620 AL ALCORN: He told me he had a contract with General Electric 212 00:09:01,620 --> 00:09:04,440 to build a consumer video game, a home video 213 00:09:04,440 --> 00:09:08,130 game, which was almost impossible to do in those days. 214 00:09:08,130 --> 00:09:10,080 And the fact that nobody from General Electric 215 00:09:10,080 --> 00:09:13,110 ever came by or called or wrote us a letter didn't occur to me. 216 00:09:13,110 --> 00:09:15,090 I was too busy building the prototype. 217 00:09:15,090 --> 00:09:18,000 NOLAN BUSHNELL: We decided to give him a test game. 218 00:09:18,000 --> 00:09:20,470 Call it throw away game, it was something that was simple. 219 00:09:20,470 --> 00:09:22,225 Basically, ping pong. 220 00:09:22,225 --> 00:09:27,060 two Paddles on either side, ball moving between them. 221 00:09:27,060 --> 00:09:29,190 TONY HAWK: Man does this sound familiar. 222 00:09:29,190 --> 00:09:32,310 But remember, it was still early in 1972 223 00:09:32,310 --> 00:09:34,835 and the Odyssey hadn't hit stores shelves yet. 224 00:09:34,835 --> 00:09:35,460 [MUSIC PLAYING] 225 00:09:35,460 --> 00:09:37,680 The concept was still fair game and AL 226 00:09:37,680 --> 00:09:41,362 had his own spin on the idea. 227 00:09:41,362 --> 00:09:43,070 AL ALCORN: One of the things I discovered 228 00:09:43,070 --> 00:09:46,400 is that if the ball didn't speed up, it wasn't fun to play. 229 00:09:46,400 --> 00:09:49,500 So I added the ball speed up to the game. 230 00:09:49,500 --> 00:09:53,480 And the other thing that we did at the very end was the sound. 231 00:09:53,480 --> 00:09:56,090 And since I was already way over budget, 232 00:09:56,090 --> 00:09:58,310 I poked around and found tones that were already 233 00:09:58,310 --> 00:10:01,250 existent in the machine. 234 00:10:01,250 --> 00:10:04,850 And that became the sound. 235 00:10:04,850 --> 00:10:06,850 NOLAN BUSHNELL: We said OK, let's call it Pong. 236 00:10:06,850 --> 00:10:09,560 And we put it in Andy Capp's Tavern 237 00:10:09,560 --> 00:10:13,730 in Sunnyvale, California. 238 00:10:13,730 --> 00:10:17,390 AL ALCORN: This baby here is the original Pong prototype 239 00:10:17,390 --> 00:10:20,930 that went to Andy Capp's Tavern in Sunnyvale. 240 00:10:20,930 --> 00:10:23,000 And it has the original wire wrap 241 00:10:23,000 --> 00:10:26,090 that I built in three months, in 1972. 242 00:10:26,090 --> 00:10:28,445 We put it in a box, put up on a barrel. 243 00:10:28,445 --> 00:10:29,400 [BEEPING] 244 00:10:29,400 --> 00:10:31,730 NOLAN BUSHNELL: It was an immediate hit. 245 00:10:31,730 --> 00:10:34,610 We weren't aware of just how much of a hit 246 00:10:34,610 --> 00:10:38,150 it was until we got a service call 247 00:10:38,150 --> 00:10:41,480 and found that the coin box had totally filled up 248 00:10:41,480 --> 00:10:44,300 and wouldn't take anymore quarters. 249 00:10:44,300 --> 00:10:47,771 Those were kind of technical problems that we can solve. 250 00:10:47,771 --> 00:10:50,660 [COINS DROPPING] 251 00:10:50,660 --> 00:10:53,230 AL ALCORN: Here we have one of the first quarters 252 00:10:53,230 --> 00:10:55,760 that the Pong machine ever made, which now 253 00:10:55,760 --> 00:10:58,830 represents a multi-billion dollar industry. 254 00:10:58,830 --> 00:11:00,766 And it's in a little piece plastic. 255 00:11:00,766 --> 00:11:03,745 [MUSIC PLAYING] 256 00:11:03,745 --> 00:11:05,870 TONY HAWK: Atari started rolling out their machines 257 00:11:05,870 --> 00:11:07,745 in November of 1972. 258 00:11:07,745 --> 00:11:10,941 And America went Pong crazy. 259 00:11:10,941 --> 00:11:12,690 NOLAN BUSHNELL: There were several reasons 260 00:11:12,690 --> 00:11:14,670 that Pong was very successful. 261 00:11:14,670 --> 00:11:16,760 The first one was, it was extremely 262 00:11:16,760 --> 00:11:20,390 easy to play, but very, very difficult to master. 263 00:11:20,390 --> 00:11:24,110 They had to pay a lot of money to get really good. 264 00:11:24,110 --> 00:11:27,650 The second one is that women found that they 265 00:11:27,650 --> 00:11:29,750 were better players than men. 266 00:11:29,750 --> 00:11:32,510 It turns out that women have better small motor 267 00:11:32,510 --> 00:11:34,220 coordination than men do. 268 00:11:34,220 --> 00:11:36,530 And it became socially acceptable 269 00:11:36,530 --> 00:11:40,693 for women to ask men to come over and play Pong. 270 00:11:40,693 --> 00:11:44,010 [MUSIC PLAYING] 271 00:11:44,010 --> 00:11:46,540 TONY HAWK: More players meant more machines. 272 00:11:46,540 --> 00:11:49,630 And Atari needed more manpower to build them. 273 00:11:49,630 --> 00:11:50,770 Fast. 274 00:11:50,770 --> 00:11:53,140 NOLAN BUSHNELL: We tried a few social experiments 275 00:11:53,140 --> 00:11:57,100 with running buses into undesirable parts of the town 276 00:11:57,100 --> 00:12:00,010 and giving people a chance to come and have a job. 277 00:12:00,010 --> 00:12:02,740 It was kind of a rude awakening from some 278 00:12:02,740 --> 00:12:06,190 of our Age of Aquarius belief structures. 279 00:12:06,190 --> 00:12:07,780 STEVE KENT: They hired whoever they 280 00:12:07,780 --> 00:12:09,340 could hire in the beginning. 281 00:12:09,340 --> 00:12:11,350 Which meant they got a lot of bikers. 282 00:12:11,350 --> 00:12:13,342 You talked to some of the straitlaced people 283 00:12:13,342 --> 00:12:15,550 and they'd talk about being scared to walk the floor. 284 00:12:15,550 --> 00:12:17,380 They'd talk about going into bathrooms 285 00:12:17,380 --> 00:12:20,610 and seeing used needles and stuff on the ground. 286 00:12:20,610 --> 00:12:22,990 NOLAN BUSHNELL: The converse is, the 20% 287 00:12:22,990 --> 00:12:27,220 that stayed with us really appreciated the opportunity. 288 00:12:27,220 --> 00:12:30,790 Became some of our most valuable employees. 289 00:12:30,790 --> 00:12:31,522 [MUSIC PLAYING] 290 00:12:31,522 --> 00:12:33,730 TONY HAWK: But who wouldn't want to work at a company 291 00:12:33,730 --> 00:12:35,905 where the bonuses came in beer kegs? 292 00:12:35,905 --> 00:12:38,895 And strategy meetings were held in hot tubs. 293 00:12:38,895 --> 00:12:41,020 NOLAN BUSHNELL: Since we had a lot of young people, 294 00:12:41,020 --> 00:12:43,810 we would constantly offer to throw 295 00:12:43,810 --> 00:12:46,150 a party if they hit quota. 296 00:12:46,150 --> 00:12:49,240 And it turns out when you've got 18, 19, 20 year olds, 297 00:12:49,240 --> 00:12:52,840 they're much more interested in a party than an extra $0.50 298 00:12:52,840 --> 00:12:53,830 an hour. 299 00:12:53,830 --> 00:12:56,300 So we got known as a party company. 300 00:12:56,300 --> 00:12:59,830 STEVE KENT: There's a story that if you walked by the Borega 301 00:12:59,830 --> 00:13:05,350 Street building and you breathed deeply by the air vents, 302 00:13:05,350 --> 00:13:07,860 you'd get stoned because the pot smoking inside of it 303 00:13:07,860 --> 00:13:09,080 was so heavy. 304 00:13:09,080 --> 00:13:11,470 DAVID CRANE: It was a very laid back culture, 305 00:13:11,470 --> 00:13:13,840 which is very important in a creative environment. 306 00:13:13,840 --> 00:13:16,030 I mean, you can't really punch the clock 307 00:13:16,030 --> 00:13:18,287 and come up with something creative. 308 00:13:18,287 --> 00:13:19,132 [MUSIC PLAYING] 309 00:13:19,132 --> 00:13:20,590 TONY HAWK: It didn't seem to matter 310 00:13:20,590 --> 00:13:24,100 what was going on inside Atari because on the outside, 311 00:13:24,100 --> 00:13:28,220 they'd become the kings of the 60-year-old arcade business. 312 00:13:28,220 --> 00:13:30,760 And in America, how do you know when you've really 313 00:13:30,760 --> 00:13:32,200 made it to the top? 314 00:13:32,200 --> 00:13:35,198 When people start suing you. 315 00:13:35,198 --> 00:13:39,100 It wasn't long before Atari got hit with their first lawsuit. 316 00:13:39,100 --> 00:13:42,770 And it came from Magnavox who claimed that Pong violated 317 00:13:42,770 --> 00:13:44,890 Ralph Baers' Odyssey patent. 318 00:13:44,890 --> 00:13:46,770 AL ALCORN: And I looked at the patent 319 00:13:46,770 --> 00:13:49,200 and I said, my God, this guy has patented 320 00:13:49,200 --> 00:13:51,510 the idea of any kind of a moving object 321 00:13:51,510 --> 00:13:53,880 on a video screen controlled by anything 322 00:13:53,880 --> 00:13:57,260 and it was filed in 1969. 323 00:13:57,260 --> 00:14:00,030 NOLAN BUSHNELL: Magnavox was based on analog technology, 324 00:14:00,030 --> 00:14:01,480 which makes a fuzzy. 325 00:14:01,480 --> 00:14:03,757 Didn't have sound, didn't have score. 326 00:14:03,757 --> 00:14:06,090 I mean, you didn't really feel like you were you beating 327 00:14:06,090 --> 00:14:07,560 somebody when you beat them. 328 00:14:07,560 --> 00:14:10,505 Which is one of the core essence of what a game is. 329 00:14:10,505 --> 00:14:11,130 [MUSIC PLAYING] 330 00:14:11,130 --> 00:14:13,260 TONY HAWK: But hey, what about those Magnavox trade 331 00:14:13,260 --> 00:14:14,165 show demos? 332 00:14:14,165 --> 00:14:15,540 RALPH BAER: Nolan Bushnell played 333 00:14:15,540 --> 00:14:23,250 a game in Burlingame, California on May 24th, I think, 1972. 334 00:14:23,250 --> 00:14:26,430 He signed a guest book playing the ping pong game. 335 00:14:26,430 --> 00:14:28,740 TONY HAWK: Bushnell decided to accept Magnavox's offer 336 00:14:28,740 --> 00:14:30,160 of a settlement. 337 00:14:30,160 --> 00:14:32,460 Atari paid Magnavox just under a million dollars 338 00:14:32,460 --> 00:14:35,490 and in exchange, became their first licensee. 339 00:14:35,490 --> 00:14:37,395 Game over and everyone's a winner. 340 00:14:37,395 --> 00:14:39,174 And who says losses don't work? 341 00:14:39,174 --> 00:14:40,590 NOLAN BUSHNELL: Believe it or not, 342 00:14:40,590 --> 00:14:43,450 it was never a very big issue for us. 343 00:14:43,450 --> 00:14:46,724 We settled it for less than it had cost us to defend it. 344 00:14:46,724 --> 00:14:49,510 [MUSIC PLAYING] 345 00:14:49,510 --> 00:14:53,010 TONY HAWK: Then Atari went on the attack against the clones, 346 00:14:53,010 --> 00:14:55,260 knock offs, and pirate versions of Pong 347 00:14:55,260 --> 00:14:57,954 that were popping up all over the world. 348 00:14:57,954 --> 00:14:59,370 NOLAN BUSHNELL: We actually became 349 00:14:59,370 --> 00:15:01,830 quite diabolical about seeing ways 350 00:15:01,830 --> 00:15:03,240 that we could just mess them up. 351 00:15:03,240 --> 00:15:04,530 [CRASH] 352 00:15:04,530 --> 00:15:07,020 We put a chip in and we purposely 353 00:15:07,020 --> 00:15:11,620 mismarked it so that when somebody copied us, 354 00:15:11,620 --> 00:15:13,290 they'd put the wrong chip in. 355 00:15:13,290 --> 00:15:15,529 We felt like we were in a war. 356 00:15:15,529 --> 00:15:17,820 TONY HAWK: It was a war that would change entertainment 357 00:15:17,820 --> 00:15:19,250 forever. 358 00:15:19,250 --> 00:15:21,690 And as the Atari troops attack the arcades, 359 00:15:21,690 --> 00:15:23,820 Bushnell got ready to open a second front 360 00:15:23,820 --> 00:15:25,800 in living rooms across America. 361 00:15:25,800 --> 00:15:29,198 The battle for video game dominance was about to begin. 362 00:15:29,198 --> 00:15:32,325 [THEME MUSIC PLAYING] 363 00:15:32,325 --> 00:15:32,950 [MUSIC PLAYING] 364 00:15:32,950 --> 00:15:36,340 In 1974, nearly two years after Pongs introduction, 365 00:15:36,340 --> 00:15:37,840 everyone had played the game so much 366 00:15:37,840 --> 00:15:40,300 that 3/4 of the world population was suffering 367 00:15:40,300 --> 00:15:42,100 from carpal tunnel syndrome. 368 00:15:42,100 --> 00:15:43,155 No, not really. 369 00:15:43,155 --> 00:15:43,780 [MUSIC PLAYING] 370 00:15:43,780 --> 00:15:47,871 But in the arcades, Pong fever was still running hot as ever. 371 00:15:47,871 --> 00:15:48,370 [BUZZER] 372 00:15:48,370 --> 00:15:50,170 People couldn't get enough. 373 00:15:50,170 --> 00:15:51,790 So Nolan Bushnell figured he'd give 374 00:15:51,790 --> 00:15:54,845 them more by introducing a home version of Pong. 375 00:15:54,845 --> 00:15:56,440 NOLAN BUSHNELL: Al Alcorn said, I 376 00:15:56,440 --> 00:16:01,146 believe we can put Pong on a chip. 377 00:16:01,146 --> 00:16:03,124 And I said, let's do it. 378 00:16:03,124 --> 00:16:04,540 AL ALCORN: This is actually what's 379 00:16:04,540 --> 00:16:08,000 inside the coin operated Pong video game. 380 00:16:08,000 --> 00:16:11,980 There's about 75 integrated circuits on this. 381 00:16:11,980 --> 00:16:17,590 And that was all replaced by what's in this. 382 00:16:17,590 --> 00:16:19,210 TONY HAWK: Atari cut a deal with Sears 383 00:16:19,210 --> 00:16:22,990 and over 150,000 home Pong units flew off the shelves 384 00:16:22,990 --> 00:16:27,670 during the 1975 holiday season 385 00:16:27,670 --> 00:16:29,550 [MUSIC PLAYING] 386 00:16:29,550 --> 00:16:31,260 Now the established gaming leader, 387 00:16:31,260 --> 00:16:33,420 Atari was the place where top programming 388 00:16:33,420 --> 00:16:35,980 talent wanted to be. 389 00:16:35,980 --> 00:16:38,750 STEVE KENT: Steve Jobs showed up unannounced one day 390 00:16:38,750 --> 00:16:40,230 and wanted a job. 391 00:16:40,230 --> 00:16:44,710 He was unwashed, unkempt, smelled bad, had no degree. 392 00:16:44,710 --> 00:16:48,010 Al Alcorn's secretary came to him and said, what do I do? 393 00:16:48,010 --> 00:16:49,590 And Al Alcorn's comment was, well 394 00:16:49,590 --> 00:16:51,740 we should either hire him or call the cops. 395 00:16:51,740 --> 00:16:54,060 And Al hired him. 396 00:16:54,060 --> 00:16:57,810 TONY HAWK: Jobs brought along a buddy, Steve Wozniak. 397 00:16:57,810 --> 00:16:59,940 NOLAN BUSHNELL: We hired Steve Jobs 398 00:16:59,940 --> 00:17:02,790 and we didn't know that we sort of got Woz along 399 00:17:02,790 --> 00:17:04,020 with the package. 400 00:17:04,020 --> 00:17:07,050 He was never an official employee of Atari 401 00:17:07,050 --> 00:17:11,010 but hung out with Jobs a lot in the labs. 402 00:17:11,010 --> 00:17:12,637 They did break out, actually. 403 00:17:12,637 --> 00:17:14,220 STEVE KENT: There was a line of bricks 404 00:17:14,220 --> 00:17:17,010 and you tried to break the bricks away by knocking 405 00:17:17,010 --> 00:17:18,630 the ball against them. 406 00:17:18,630 --> 00:17:22,115 It was Pong only it was Pong turned vertical. 407 00:17:22,115 --> 00:17:22,740 [MUSIC PLAYING] 408 00:17:22,740 --> 00:17:25,198 TONY HAWK: Pretty soon, Jobs and Wozniak broke out of Atari 409 00:17:25,198 --> 00:17:29,190 to start their own little business, Apple Computer. 410 00:17:29,190 --> 00:17:33,900 Jobs asked his boss to invest in the idea, Bushnell declined. 411 00:17:33,900 --> 00:17:37,090 The company's capital was tied up producing home Pong units 412 00:17:37,090 --> 00:17:40,380 and developing their next home console concept. 413 00:17:40,380 --> 00:17:41,940 They called it-- 414 00:17:41,940 --> 00:17:44,130 NOLAN BUSHNELL: The VCS, the Video Computer System 415 00:17:44,130 --> 00:17:45,640 was the 2600. 416 00:17:45,640 --> 00:17:50,352 And became universally known as the Atari. 417 00:17:50,352 --> 00:17:53,190 [MUSIC PLAYING] 418 00:17:53,190 --> 00:17:54,890 AL ALCORN: The idea behind the 2600 419 00:17:54,890 --> 00:17:58,190 was to get away from having to build a whole new custom 420 00:17:58,190 --> 00:17:59,720 chip for every new game. 421 00:17:59,720 --> 00:18:03,290 So if we can make the game just be in a cartridge and software, 422 00:18:03,290 --> 00:18:06,350 we could release it much faster and much cheaper 423 00:18:06,350 --> 00:18:09,085 than we could with a whole new game. 424 00:18:09,085 --> 00:18:10,460 TONY HAWK: Nolan needed big money 425 00:18:10,460 --> 00:18:12,980 to develop and launch the 2600. 426 00:18:12,980 --> 00:18:16,832 He got it by selling the company. 427 00:18:16,832 --> 00:18:17,680 [MUSIC PLAYING] 428 00:18:17,680 --> 00:18:20,660 Warner Communications, headed by Chairman Steve Ross, 429 00:18:20,660 --> 00:18:24,460 paid Bushnell $28 million for Atari. 430 00:18:24,460 --> 00:18:26,830 Not bad for a $500 investment. 431 00:18:26,830 --> 00:18:28,570 Plus, Nolan would still draw a paycheck 432 00:18:28,570 --> 00:18:30,038 as the company chairman. 433 00:18:30,038 --> 00:18:30,538 [CHA-CHING] 434 00:18:30,538 --> 00:18:33,860 [MUSIC PLAYING] 435 00:18:33,860 --> 00:18:37,010 In October of 1977, supported by a handful of games 436 00:18:37,010 --> 00:18:41,130 like Street Racer, Indy 500, and Kombat, 437 00:18:41,130 --> 00:18:46,640 the Atari 2600 hit the streets. 438 00:18:46,640 --> 00:18:48,840 STEVE KENT: It was a bomb. 439 00:18:48,840 --> 00:18:50,300 It did nothing. 440 00:18:50,300 --> 00:18:52,430 They didn't get them out in time for Christmas. 441 00:18:52,430 --> 00:18:55,220 They didn't sell, the ones that were out there. 442 00:18:55,220 --> 00:18:57,760 And Warner hit the roof. 443 00:18:57,760 --> 00:18:58,640 [MUSIC PLAYING] 444 00:18:58,640 --> 00:19:00,014 AL ALCORN: The net result of that 445 00:19:00,014 --> 00:19:03,890 was they removed Nolan and put in Ray Kassar, who 446 00:19:03,890 --> 00:19:07,370 was the person from the east coast who worked at Burlington 447 00:19:07,370 --> 00:19:10,710 Industries and was probably a more professional, 448 00:19:10,710 --> 00:19:13,940 big businessman to run Atari. 449 00:19:13,940 --> 00:19:15,145 TONY HAWK: Nolan was out. 450 00:19:15,145 --> 00:19:17,150 But don't cry for this guy. 451 00:19:17,150 --> 00:19:19,460 He made even more money with his next business, 452 00:19:19,460 --> 00:19:24,920 a chain of family restaurants called, Chuck E. Cheese. 453 00:19:24,920 --> 00:19:27,590 Now, while all of this was going on at Atari, 454 00:19:27,590 --> 00:19:33,260 something even bigger was going on in a galaxy far, far away. 455 00:19:33,260 --> 00:19:36,470 In 1977, the movie mega-hit Star Wars 456 00:19:36,470 --> 00:19:40,610 sent the nation's sci-fi crazy. 457 00:19:40,610 --> 00:19:42,650 And in less than a year, a new game 458 00:19:42,650 --> 00:19:46,650 arrived that cashed in on the craze. 459 00:19:46,650 --> 00:19:49,940 Atari's competitor Midway got the arcade upper hand 460 00:19:49,940 --> 00:19:53,862 with a Japanese import that went by the name, Space Invaders. 461 00:19:53,862 --> 00:19:56,070 JEFF GREEN: We're all fascinated by the Pong machines 462 00:19:56,070 --> 00:19:58,850 and then we were fascinated by Space Invaders, which 463 00:19:58,850 --> 00:20:02,300 again, was just lines coming down from the screen. 464 00:20:02,300 --> 00:20:04,125 TONY HAWK: Ultimately, you couldn't win. 465 00:20:04,125 --> 00:20:06,050 But it was the first arcade machine 466 00:20:06,050 --> 00:20:09,310 to record and display a high score. 467 00:20:09,310 --> 00:20:11,912 And that just made people want to play more. 468 00:20:11,912 --> 00:20:13,370 JEFF GREEN: You look at games today 469 00:20:13,370 --> 00:20:16,310 that cost literally millions and millions of dollars 470 00:20:16,310 --> 00:20:20,360 that take literally four or five years, or more, to complete. 471 00:20:20,360 --> 00:20:25,100 Most of those games don't rival the game play and addictiveness 472 00:20:25,100 --> 00:20:28,125 of Space Invaders. 473 00:20:28,125 --> 00:20:28,750 [MUSIC PLAYING] 474 00:20:28,750 --> 00:20:32,450 TONY HAWK: It took Atari nearly a year but they did strike back 475 00:20:32,450 --> 00:20:34,380 with Asteroids. 476 00:20:34,380 --> 00:20:38,340 An updated version of Slug Russells' Spacewar. 477 00:20:38,340 --> 00:20:41,090 The object, breakup a surrounding storm 478 00:20:41,090 --> 00:20:43,610 of falling asteroids and avoid getting blown up 479 00:20:43,610 --> 00:20:46,160 by a fleet of flying saucers. 480 00:20:46,160 --> 00:20:47,840 JOHN SMEDLEY: I can remember Asteroids 481 00:20:47,840 --> 00:20:49,520 like there's no tomorrow. 482 00:20:49,520 --> 00:20:52,910 Going down there and literally begging my mother for quarters. 483 00:20:52,910 --> 00:20:55,850 And you know, an hour later I'm back asking for more. 484 00:20:55,850 --> 00:20:57,729 It's a good memory for me. 485 00:20:57,729 --> 00:21:00,020 JOHN ROMERO: The first ones that I played was basically 486 00:21:00,020 --> 00:21:03,594 Space Invaders and Asteroids. 487 00:21:03,594 --> 00:21:05,260 I always spent my allowance really fast. 488 00:21:05,260 --> 00:21:06,920 It was only $5 a week. 489 00:21:06,920 --> 00:21:08,540 It was like two days and I mean, I 490 00:21:08,540 --> 00:21:11,282 was stretching it as far as I could go. 491 00:21:11,282 --> 00:21:15,660 [MUSIC PLAYING] 492 00:21:15,660 --> 00:21:18,420 TONY HAWK: As the '70s disco danced their way into history, 493 00:21:18,420 --> 00:21:20,280 1980 arrived. 494 00:21:20,280 --> 00:21:23,970 And true 8-bit color came to the arcade screens. 495 00:21:23,970 --> 00:21:26,100 Up until then, any colors seen in a game 496 00:21:26,100 --> 00:21:29,436 had been achieved by using tinted overlays. 497 00:21:29,436 --> 00:21:32,760 Atari was pumping out hits like Missile Command and Battle 498 00:21:32,760 --> 00:21:35,930 Zone, which had a custom version built for the American military 499 00:21:35,930 --> 00:21:37,100 to use in combat training. 500 00:21:37,100 --> 00:21:40,172 501 00:21:40,172 --> 00:21:41,630 One of the biggest hits of the year 502 00:21:41,630 --> 00:21:45,110 was Defender from Williams, an Atari rival. 503 00:21:45,110 --> 00:21:47,000 This was another "fight the aliens" game 504 00:21:47,000 --> 00:21:48,680 but it was cooler because it had a radar 505 00:21:48,680 --> 00:21:50,096 screen that let you see everything 506 00:21:50,096 --> 00:21:53,125 that was coming your way. 507 00:21:53,125 --> 00:21:56,250 But there was one invader no one saw coming. 508 00:21:56,250 --> 00:21:57,430 Check him out. 509 00:21:57,430 --> 00:21:59,329 He's got a classic profile. 510 00:21:59,329 --> 00:22:04,335 [PAC-MAN MUSIC PLAYING] 511 00:22:04,335 --> 00:22:04,960 [MUSIC PLAYING] 512 00:22:04,960 --> 00:22:07,670 His name, Pac-Man. 513 00:22:07,670 --> 00:22:09,660 He was born at a Japanese game company 514 00:22:09,660 --> 00:22:15,420 called Namco and brought to the US by Atari's nemesis, Midway. 515 00:22:15,420 --> 00:22:17,340 Originally called Puck-Man, Midway 516 00:22:17,340 --> 00:22:19,740 was afraid vandals would have too much fun changing 517 00:22:19,740 --> 00:22:22,320 the first letter of his name. 518 00:22:22,320 --> 00:22:25,530 Small and yellow, he ate everything in his path. 519 00:22:25,530 --> 00:22:27,990 Little dots and ghosts with names 520 00:22:27,990 --> 00:22:31,610 like Blinky, Pinky, Inky, and Clyde. 521 00:22:31,610 --> 00:22:34,260 522 00:22:34,260 --> 00:22:35,760 AL KAHN: I loved Pac-Man. 523 00:22:35,760 --> 00:22:39,240 It was just such a simplistic movement with a joystick 524 00:22:39,240 --> 00:22:43,710 and yet it was easy to play, hard to master. 525 00:22:43,710 --> 00:22:45,768 And that was really, I think, the secret of it. 526 00:22:45,768 --> 00:22:46,726 [PAC-MAN SOUND EFFECTS] 527 00:22:46,726 --> 00:22:50,262 [MUSIC PLAYING] 528 00:22:50,262 --> 00:22:52,470 TONY HAWK: It was also the first time a character was 529 00:22:52,470 --> 00:22:54,840 the star of a video game. 530 00:22:54,840 --> 00:22:56,940 Most important thing about characters? 531 00:22:56,940 --> 00:22:58,740 You can license them. 532 00:22:58,740 --> 00:23:01,020 [MUSIC PLAYING] 533 00:23:01,020 --> 00:23:04,215 Pretty soon, Pac-Man had a song in the top 40 charts. 534 00:23:04,215 --> 00:23:06,300 A Saturday morning TV show. 535 00:23:06,300 --> 00:23:10,374 And he even made it to the cover of Time magazine. 536 00:23:10,374 --> 00:23:11,350 [MUSIC PLAYING] 537 00:23:11,350 --> 00:23:14,900 Then a year later, Ms. Pac-Man showed up on the scene. 538 00:23:14,900 --> 00:23:17,090 Same profile, only this time sporting 539 00:23:17,090 --> 00:23:19,170 a bow and a beauty spot. 540 00:23:19,170 --> 00:23:23,615 There were also more mazes, more ghosts, an even bigger success. 541 00:23:23,615 --> 00:23:27,192 [MS. PAC MAN THEME MUSIC PLAYING] 542 00:23:27,192 --> 00:23:28,590 [MUSIC PLAYING] 543 00:23:28,590 --> 00:23:31,230 Time to head back over to Japan and the company 544 00:23:31,230 --> 00:23:33,150 called Nintendo. 545 00:23:33,150 --> 00:23:37,040 They got their start in 1889 manufacturing playing cards. 546 00:23:37,040 --> 00:23:40,695 By 1980, under the leadership of Hiroshi Yamauchi, 547 00:23:40,695 --> 00:23:44,700 the company was desperate to cash in on the video craze. 548 00:23:44,700 --> 00:23:47,070 STEVE KENT: Nintendo was doing modestly well 549 00:23:47,070 --> 00:23:48,930 in the Japanese arcade business. 550 00:23:48,930 --> 00:23:51,960 They could not get a foot in, in the US market. 551 00:23:51,960 --> 00:23:55,320 In desperation, Yamauchi turned to this guy 552 00:23:55,320 --> 00:23:59,646 he had hired named Shigeru Miyamoto. 553 00:23:59,646 --> 00:24:01,020 TONY HAWK: By Japanese standards, 554 00:24:01,020 --> 00:24:03,390 Miyamoto was sort of a wild man. 555 00:24:03,390 --> 00:24:06,870 When it came to music, he loved the Beatles and bluegrass. 556 00:24:06,870 --> 00:24:11,250 He played the banjo and he loved designing toys. 557 00:24:11,250 --> 00:24:15,580 STEVE KENT: And they said, can you make a game for us? 558 00:24:15,580 --> 00:24:18,210 Miyamoto started spouting off about how he'd do this 559 00:24:18,210 --> 00:24:18,940 and he'd do that. 560 00:24:18,940 --> 00:24:21,180 And Yamauchi's like, yeah, yeah, sure. 561 00:24:21,180 --> 00:24:22,522 Just make us a good game. 562 00:24:22,522 --> 00:24:24,480 TONY HAWK: Miyamoto came up with something that 563 00:24:24,480 --> 00:24:25,980 had never been done in gaming. 564 00:24:25,980 --> 00:24:28,285 A story to motivate the action. 565 00:24:28,285 --> 00:24:31,135 [DONKEY KONG MUSIC PLAYING] 566 00:24:31,135 --> 00:24:33,360 A gorilla runs away from a carpenter 567 00:24:33,360 --> 00:24:35,690 and steals the carpenters girlfriend. 568 00:24:35,690 --> 00:24:37,710 Carpenter chases the gorilla through a factory 569 00:24:37,710 --> 00:24:39,075 to rescue the girl. 570 00:24:39,075 --> 00:24:40,710 Hey, nobody said it was Shakespeare. 571 00:24:40,710 --> 00:24:45,960 [DONKEY KONG MUSIC PLAYING] 572 00:24:45,960 --> 00:24:49,080 Literally translated, Miyamoto Japanese title for the game 573 00:24:49,080 --> 00:24:52,170 came out as, "Stubborn Gorilla." 574 00:24:52,170 --> 00:24:54,810 Wanting something sexier, he went to the Japanese/English 575 00:24:54,810 --> 00:24:55,950 Dictionary. 576 00:24:55,950 --> 00:24:58,890 For stubborn, he came up with donkey. 577 00:24:58,890 --> 00:25:01,090 Gorilla became Kong. 578 00:25:01,090 --> 00:25:03,410 Yamauchi called his American headquarters, 579 00:25:03,410 --> 00:25:05,890 headed by Minoru Arakawa and Howard Lincoln, 580 00:25:05,890 --> 00:25:08,390 and gave everyone that good news on the game. 581 00:25:08,390 --> 00:25:10,919 STEVE KENT: And he said, Donkey Kong. 582 00:25:10,919 --> 00:25:12,210 I mean, they almost passed out. 583 00:25:12,210 --> 00:25:14,640 They were like, Donkey Kong? 584 00:25:14,640 --> 00:25:15,830 What's a Donkey Kong? 585 00:25:15,830 --> 00:25:19,350 I think Howard Lincoln's comment was, Donkey Kong, Konkey Dong. 586 00:25:19,350 --> 00:25:20,430 I mean, come on. 587 00:25:20,430 --> 00:25:22,918 But Donkey Kong was a magic game. 588 00:25:22,918 --> 00:25:25,606 [DONKEY KONG MUSIC PLAYING] 589 00:25:25,606 --> 00:25:26,510 [MUSIC PLAYING] 590 00:25:26,510 --> 00:25:28,740 TONY HAWK: Donkey Kong fever swept the arcades. 591 00:25:28,740 --> 00:25:32,790 Closely followed by Donkey Kong Jr. 592 00:25:32,790 --> 00:25:35,640 When it came to merchandising, the monkey was natural. 593 00:25:35,640 --> 00:25:39,729 But it was really the man who became the breakout character. 594 00:25:39,729 --> 00:25:42,270 Plans were soon made to give the little guy with the mustache 595 00:25:42,270 --> 00:25:44,070 his own game. 596 00:25:44,070 --> 00:25:46,620 Everyone knew he had personality but what he really 597 00:25:46,620 --> 00:25:48,810 needed was a name. 598 00:25:48,810 --> 00:25:51,300 American Nintendo chief Minoru Arakawa 599 00:25:51,300 --> 00:25:52,980 came up with the answer. 600 00:25:52,980 --> 00:25:55,020 STEVE KENT: Originally, he was Jump Man. 601 00:25:55,020 --> 00:25:59,810 And the Nintendo's landlord out here, Mario Sigali, 602 00:25:59,810 --> 00:26:01,185 pissed off Arakawa. 603 00:26:01,185 --> 00:26:05,940 So then Arakawa re-named Jump Man, Mario, after Mario Sigali. 604 00:26:05,940 --> 00:26:07,760 TONY HAWK: And when Mario got his new name, 605 00:26:07,760 --> 00:26:10,230 he also got a new job as a plumber. 606 00:26:10,230 --> 00:26:12,300 Along with a new brother named Luigi. 607 00:26:12,300 --> 00:26:13,670 [MARIO BROS THEME MUSIC PLAYING] 608 00:26:13,670 --> 00:26:15,810 And the Mario Bros jumped into the arcades 609 00:26:15,810 --> 00:26:19,545 in a series of games that are still popular today. 610 00:26:19,545 --> 00:26:22,870 [MUSIC PLAYING] 611 00:26:22,870 --> 00:26:24,910 By 1982, it seemed like the country 612 00:26:24,910 --> 00:26:27,070 was having one great big party. 613 00:26:27,070 --> 00:26:30,320 Ronald Reagan was in power, the economy was booming, 614 00:26:30,320 --> 00:26:32,440 and the gaming industry was taking a big slice 615 00:26:32,440 --> 00:26:34,300 of the disposable income. 616 00:26:34,300 --> 00:26:37,570 Americans had now spent over 75,000 man years 617 00:26:37,570 --> 00:26:40,490 playing video games and dropped more than 20 billion quarters 618 00:26:40,490 --> 00:26:42,280 in the process. 619 00:26:42,280 --> 00:26:44,230 It looked like things couldn't get any better. 620 00:26:44,230 --> 00:26:45,400 And you know what? 621 00:26:45,400 --> 00:26:46,594 They couldn't. 622 00:26:46,594 --> 00:26:48,010 Players in the video game industry 623 00:26:48,010 --> 00:26:50,064 were about to move up to the next level 624 00:26:50,064 --> 00:26:52,480 and faced a revolution that would tear the business apart. 625 00:26:52,480 --> 00:26:57,406 [THEME MUSIC PLAYING] 626 00:26:57,406 --> 00:26:58,030 [MUSIC PLAYING] 627 00:26:58,030 --> 00:26:59,770 This is the first game I ever played. 628 00:26:59,770 --> 00:27:02,210 There was a machine just like it at the local pizza place. 629 00:27:02,210 --> 00:27:04,170 Man, it's still great. 630 00:27:04,170 --> 00:27:06,694 Pac-Man, not the pizza. 631 00:27:06,694 --> 00:27:09,110 But there was one version of this game that wasn't so hot. 632 00:27:09,110 --> 00:27:11,770 In fact, it was so bad that it nearly killed off video games 633 00:27:11,770 --> 00:27:13,020 for good. 634 00:27:13,020 --> 00:27:15,520 Rewind to 1980. 635 00:27:15,520 --> 00:27:17,470 Namco and Midway's Pac-Man is eating up 636 00:27:17,470 --> 00:27:19,330 most of the arcade business and cutting 637 00:27:19,330 --> 00:27:20,502 into Atari's bottom line. 638 00:27:20,502 --> 00:27:21,460 [PAC-MAN SOUND EFFECTS] 639 00:27:21,460 --> 00:27:23,560 The company had a new president, Ray Kassar 640 00:27:23,560 --> 00:27:25,540 who was a marketing pro. 641 00:27:25,540 --> 00:27:27,070 Looking for a new revenue stream, 642 00:27:27,070 --> 00:27:29,410 he set his sights on American homes 643 00:27:29,410 --> 00:27:34,000 and getting the 2600 console into more of them. 644 00:27:34,000 --> 00:27:37,200 Marketing 101, people buy what they know. 645 00:27:37,200 --> 00:27:40,600 And people know these guys. 646 00:27:40,600 --> 00:27:43,090 Space Invaders had kicked Atari's butt in the arcades 647 00:27:43,090 --> 00:27:45,910 back in 1978. 648 00:27:45,910 --> 00:27:48,647 Now Kassar thought they were the ones who could save it. 649 00:27:48,647 --> 00:27:50,730 In the best, can't beat them, join them tradition, 650 00:27:50,730 --> 00:27:53,650 he went straight to Taito, the original Japanese company that 651 00:27:53,650 --> 00:27:56,080 designed the game and bought the rights to a home 652 00:27:56,080 --> 00:27:59,050 version of Space Invaders. 653 00:27:59,050 --> 00:28:02,730 When it hits stores, 2600 sales skyrocketed. 654 00:28:02,730 --> 00:28:04,280 Kassar wanted more. 655 00:28:04,280 --> 00:28:07,780 DAVID CRANE: We were asked to do home versions of popular arcade 656 00:28:07,780 --> 00:28:08,400 titles. 657 00:28:08,400 --> 00:28:11,530 Very difficult task because the Atari 2600 658 00:28:11,530 --> 00:28:15,910 is a very simple game system, electronically. 659 00:28:15,910 --> 00:28:18,000 Whereas an arcade game has $4,000 660 00:28:18,000 --> 00:28:19,720 worth of technology in it. 661 00:28:19,720 --> 00:28:21,220 TONY HAWK: Faster than you could say 662 00:28:21,220 --> 00:28:25,480 Asteroids, more Atari arcade knockoffs hit store shelves. 663 00:28:25,480 --> 00:28:28,540 Atari soon had a reputation as a profitable company 664 00:28:28,540 --> 00:28:31,030 and a great place to work, but only 665 00:28:31,030 --> 00:28:34,520 if you were in upper management. 666 00:28:34,520 --> 00:28:37,550 ALAN MILLER: The culture changed at Atari. 667 00:28:37,550 --> 00:28:41,780 When Bushnell was forced out and the new management came in, 668 00:28:41,780 --> 00:28:43,520 they didn't understand the industry. 669 00:28:43,520 --> 00:28:45,440 They didn't understand consumer electronics. 670 00:28:45,440 --> 00:28:47,390 They didn't understand technology. 671 00:28:47,390 --> 00:28:49,760 They had little respect for the creative work 672 00:28:49,760 --> 00:28:52,490 that was being done by game designers such as myself. 673 00:28:52,490 --> 00:28:55,335 674 00:28:55,335 --> 00:28:56,960 AL ALCORN: These engineers would create 675 00:28:56,960 --> 00:29:00,170 a software program that would result in $20- $30 million 676 00:29:00,170 --> 00:29:01,820 in sales. 677 00:29:01,820 --> 00:29:03,950 And they were making this little paltry salary 678 00:29:03,950 --> 00:29:06,380 and they figured gee, I'd like to get a penny or two 679 00:29:06,380 --> 00:29:07,932 or three per each cartridge. 680 00:29:07,932 --> 00:29:09,890 DAVID CRANE: So we go to the president of Atari 681 00:29:09,890 --> 00:29:14,450 and point that out, and he said to us, and I'll quote, he said, 682 00:29:14,450 --> 00:29:18,080 you are no more important to that game than the person 683 00:29:18,080 --> 00:29:20,540 on the assembly line who puts it together. 684 00:29:20,540 --> 00:29:22,190 That didn't sit too well with us. 685 00:29:22,190 --> 00:29:24,030 [MUSIC PLAYING] 686 00:29:24,030 --> 00:29:26,310 TONY HAWK: Contempt breeds competition. 687 00:29:26,310 --> 00:29:28,470 So four of Atari's top game designers 688 00:29:28,470 --> 00:29:31,876 gave Kassar the kiss off and started their own company. 689 00:29:31,876 --> 00:29:37,222 - You blast light out of your sense. 690 00:29:37,222 --> 00:29:40,138 Star Master by Activision. 691 00:29:40,138 --> 00:29:42,455 692 00:29:42,455 --> 00:29:44,080 ALAN MILLER: The most significant thing 693 00:29:44,080 --> 00:29:47,130 about Activision was that it was the first independent video 694 00:29:47,130 --> 00:29:48,430 game publisher. 695 00:29:48,430 --> 00:29:51,430 Prior to our formation, all game software 696 00:29:51,430 --> 00:29:53,505 was created by the hardware manufacturers. 697 00:29:53,505 --> 00:29:55,630 DAVID CRANE: One of the differences with Activision 698 00:29:55,630 --> 00:30:00,720 was we promoted the game creator as an author. 699 00:30:00,720 --> 00:30:03,310 If you're creative at what you do, 700 00:30:03,310 --> 00:30:05,579 you kind of like some recognition from the public. 701 00:30:05,579 --> 00:30:07,370 ALAN MILLER: Activision was a huge success. 702 00:30:07,370 --> 00:30:10,930 We grew from $0 in revenue to $160 million 703 00:30:10,930 --> 00:30:13,975 in revenue in three years. 704 00:30:13,975 --> 00:30:18,700 TONY HAWK: Their first hits included Pitfall, Ka-Boom, 705 00:30:18,700 --> 00:30:19,660 and Freeway. 706 00:30:19,660 --> 00:30:22,360 - I came up with Freeway on Lakeshore Drive 707 00:30:22,360 --> 00:30:24,434 in Chicago, which is 10 lanes of traffic. 708 00:30:24,434 --> 00:30:26,350 Looked out the window and there was this idiot 709 00:30:26,350 --> 00:30:27,680 trying to cross the street. 710 00:30:27,680 --> 00:30:29,169 And I'm looking at that and I said, 711 00:30:29,169 --> 00:30:30,585 that would make a good video game. 712 00:30:30,585 --> 00:30:34,670 713 00:30:34,670 --> 00:30:36,940 TONY HAWK: Atari wasn't the only game in town anymore. 714 00:30:36,940 --> 00:30:40,200 More companies were making more consoles. 715 00:30:40,200 --> 00:30:43,060 Activism was making games for all of them. 716 00:30:43,060 --> 00:30:46,090 Magnavox had the Odyssey 2. 717 00:30:46,090 --> 00:30:50,480 Famous toymaker Mattel had Intellivision. 718 00:30:50,480 --> 00:30:52,600 Mattel's ads for their console featured 719 00:30:52,600 --> 00:30:55,690 intellectual literary figure George Plimpton. 720 00:30:55,690 --> 00:30:57,970 - I've been comparing the exciting new Intellivision 721 00:30:57,970 --> 00:31:01,210 space game Star Strike with one of the most popular Atari 722 00:31:01,210 --> 00:31:02,360 games, Asteroids. 723 00:31:02,360 --> 00:31:04,450 TONY HAWK: I guess they figured most Americans had 724 00:31:04,450 --> 00:31:06,730 to be dragged away from reading War and Peace to play 725 00:31:06,730 --> 00:31:07,570 video games. 726 00:31:07,570 --> 00:31:10,645 - Star Strike features our most exciting visual effect-- 727 00:31:10,645 --> 00:31:12,310 total destruction of a planet. 728 00:31:12,310 --> 00:31:15,230 Which is why after Star Strike, Asteroids 729 00:31:15,230 --> 00:31:18,028 left [INAUDIBLE] rather flat. 730 00:31:18,028 --> 00:31:21,684 To-to-total destruction of a planet. 731 00:31:21,684 --> 00:31:24,350 TONY HAWK: Then another unlikely player showed up on the field-- 732 00:31:24,350 --> 00:31:28,110 a plastic pool maker called Coleco. 733 00:31:28,110 --> 00:31:31,010 - We had looked at this whole arcade position 734 00:31:31,010 --> 00:31:34,220 and believed that electronics, as it related to kids, 735 00:31:34,220 --> 00:31:36,750 was going to be very, very important angle. 736 00:31:36,750 --> 00:31:39,110 So we started to work on a number of different products 737 00:31:39,110 --> 00:31:42,946 that's used electronic chips as they're heart. 738 00:31:42,946 --> 00:31:44,943 - I'm an electronic quarterback. 739 00:31:44,943 --> 00:31:47,770 I start in the back field and follow my blockers. 740 00:31:47,770 --> 00:31:48,270 - Blockers? 741 00:31:48,270 --> 00:31:49,845 I don't have any blockers. 742 00:31:49,845 --> 00:31:51,800 MAN: Coleco's Electronic Quarterback. 743 00:31:51,800 --> 00:31:54,630 - We did the head to head series of dedicated games, 744 00:31:54,630 --> 00:31:56,170 where you played against an opponent 745 00:31:56,170 --> 00:31:57,420 on the other side of the game. 746 00:31:57,420 --> 00:31:59,090 - Now we can play at the same time. 747 00:31:59,090 --> 00:31:59,810 - I'm offense. 748 00:31:59,810 --> 00:32:00,770 - I'm defense. 749 00:32:00,770 --> 00:32:02,390 MAN: With Head to Head, you're really in the game. 750 00:32:02,390 --> 00:32:03,050 A power sweep. 751 00:32:03,050 --> 00:32:03,560 You pass. 752 00:32:03,560 --> 00:32:04,100 He blitzes. 753 00:32:04,100 --> 00:32:04,850 Intercepts. 754 00:32:04,850 --> 00:32:07,000 - This is real competition. 755 00:32:07,000 --> 00:32:10,010 - And we did the miniature tabletop arcade games, 756 00:32:10,010 --> 00:32:12,950 which are miniature versions of Pac-Man and Donkey Kong. 757 00:32:12,950 --> 00:32:14,919 They looked exactly like the arcade games. 758 00:32:14,919 --> 00:32:16,085 - They were very successful. 759 00:32:16,085 --> 00:32:20,510 And that Coleco on the road to developing more video 760 00:32:20,510 --> 00:32:24,760 and electronic games. 761 00:32:24,760 --> 00:32:28,340 TONY HAWK: And the new console called Coleco Vision was born. 762 00:32:28,340 --> 00:32:31,490 - Coleco Vision was an attempt to try and replicate as closely 763 00:32:31,490 --> 00:32:34,670 as possible in those days the actual experience 764 00:32:34,670 --> 00:32:35,254 of the arcade. 765 00:32:35,254 --> 00:32:36,961 TONY HAWK: Knowing they needed a hot game 766 00:32:36,961 --> 00:32:39,350 to kick off their console sales, they set their sights 767 00:32:39,350 --> 00:32:40,730 on the arcade hit-- 768 00:32:40,730 --> 00:32:43,700 Donkey Kong. 769 00:32:43,700 --> 00:32:46,040 And bought themselves a six month 770 00:32:46,040 --> 00:32:48,150 exclusive to the game from Nintendo. 771 00:32:48,150 --> 00:32:52,886 Coleco Vision became the smash hit of 1982. 772 00:32:52,886 --> 00:32:54,560 - And Donkey Kong was the driver. 773 00:32:54,560 --> 00:32:56,090 We impacted it with the unit. 774 00:32:56,090 --> 00:32:57,465 You bought the Coleco Vision, you 775 00:32:57,465 --> 00:32:59,116 got a Donkey Kong cartridge. 776 00:32:59,116 --> 00:33:02,330 777 00:33:02,330 --> 00:33:04,370 TONY HAWK: Suddenly, another 800 pound gorilla 778 00:33:04,370 --> 00:33:05,600 came into the room-- 779 00:33:05,600 --> 00:33:07,340 Universal Studios. 780 00:33:07,340 --> 00:33:09,920 They claimed that Nintendo's Donkey Kong violated 781 00:33:09,920 --> 00:33:12,500 their copyright on the movie King Kong 782 00:33:12,500 --> 00:33:14,390 and they wanted their piece of the action. 783 00:33:14,390 --> 00:33:15,560 - It's a great court case. 784 00:33:15,560 --> 00:33:18,530 They actually at one point brought in a Donkey Kong 785 00:33:18,530 --> 00:33:21,620 machine and played the game for the judge 786 00:33:21,620 --> 00:33:24,729 in the middle of the core, which was quite a scene. 787 00:33:24,729 --> 00:33:26,270 TONY HAWK: But the biggest laugh came 788 00:33:26,270 --> 00:33:29,360 when court papers, prepared by Universal's own lawyers, 789 00:33:29,360 --> 00:33:31,490 revealed that the original copyright holder 790 00:33:31,490 --> 00:33:35,490 that the rights fall into the public domain. 791 00:33:35,490 --> 00:33:37,760 - So in the end, not only did they lose, 792 00:33:37,760 --> 00:33:41,020 they have to pay damages and court expenses. 793 00:33:41,020 --> 00:33:43,010 TONY HAWK: Hate to say it, but we got to-- 794 00:33:43,010 --> 00:33:45,020 Nintendo made a monkey out of Universal. 795 00:33:45,020 --> 00:33:49,790 796 00:33:49,790 --> 00:33:52,350 And what about those monkeys who were running Atari? 797 00:33:52,350 --> 00:33:55,670 - They were affected by waves of people leaving the company-- 798 00:33:55,670 --> 00:33:57,060 first, Activision. 799 00:33:57,060 --> 00:33:58,850 Then there was another wave after us. 800 00:33:58,850 --> 00:34:01,760 And so they lost their very best programmers. 801 00:34:01,760 --> 00:34:03,320 TONY HAWK: Desperate, Atari licensed 802 00:34:03,320 --> 00:34:07,280 the arcade classic Pac-Man and ordered 12 million cartridges. 803 00:34:07,280 --> 00:34:09,389 [BEEPING] 804 00:34:09,389 --> 00:34:10,050 It sucked. 805 00:34:10,050 --> 00:34:12,440 - It flickered, it didn't look like Pac-Man, 806 00:34:12,440 --> 00:34:16,310 it didn't play well, it was hard to control, it was ugly, 807 00:34:16,310 --> 00:34:17,630 it was an awful game. 808 00:34:17,630 --> 00:34:20,938 TONY HAWK: And a financial disaster, big time. 809 00:34:20,938 --> 00:34:25,310 [MUSIC PLAYING] 810 00:34:25,310 --> 00:34:28,010 Steve Ross, chief of Atari's corporate parent, Warner 811 00:34:28,010 --> 00:34:30,710 Communications, decided to step in and he brought 812 00:34:30,710 --> 00:34:33,440 one of Hollywood's biggest talents along with him-- 813 00:34:33,440 --> 00:34:35,219 Steven Spielberg. 814 00:34:35,219 --> 00:34:39,210 In the summer of 1982, ET was burning up the box office, 815 00:34:39,210 --> 00:34:41,889 and Ross wanted to ride that bike too. 816 00:34:41,889 --> 00:34:44,060 He paid a cool $25 million for the right 817 00:34:44,060 --> 00:34:47,250 to use Steve's extra terrestrial in a new video game, 818 00:34:47,250 --> 00:34:50,158 and he promised to have it out by Christmas. 819 00:34:50,158 --> 00:34:52,699 - I think they had to develop the game in eight weeks instead 820 00:34:52,699 --> 00:34:55,780 of nine months. 821 00:34:55,780 --> 00:34:58,070 It's kind of hard to make a game be really fun 822 00:34:58,070 --> 00:35:01,980 and have a lot of depth in it in a period of a eight weeks. 823 00:35:01,980 --> 00:35:03,820 - And it was so bad. 824 00:35:03,820 --> 00:35:06,822 The ones that they sold, most of them were returned. 825 00:35:06,822 --> 00:35:12,170 - In '83, Atari sent diesel trucks into the New Mexico 826 00:35:12,170 --> 00:35:15,320 desert packed with unsold cartridges and they buried 827 00:35:15,320 --> 00:35:15,820 them. 828 00:35:15,820 --> 00:35:18,070 - The legend was, they had to run in and pour concrete 829 00:35:18,070 --> 00:35:20,120 over them to make them really go away. 830 00:35:20,120 --> 00:35:21,289 Ugly, ugly. 831 00:35:21,289 --> 00:35:22,330 I basically killed Atari. 832 00:35:22,330 --> 00:35:23,330 It was the end of Atari. 833 00:35:23,330 --> 00:35:25,880 834 00:35:25,880 --> 00:35:27,740 TONY HAWK: By early 1983, it looked 835 00:35:27,740 --> 00:35:32,040 like the home gaming boom was going bust for everyone. 836 00:35:32,040 --> 00:35:34,400 - 30 companies got a couple million dollars in venture 837 00:35:34,400 --> 00:35:36,530 capital, hired a couple of programmers 838 00:35:36,530 --> 00:35:38,810 off the street who'd never designed games, 839 00:35:38,810 --> 00:35:42,240 and developed a video game and tried to sell it 840 00:35:42,240 --> 00:35:47,100 and nobody was buying it, because it was garbage. 841 00:35:47,100 --> 00:35:50,504 It was ironic, because when we saw those 30 new companies, 842 00:35:50,504 --> 00:35:52,670 we looked at each other and said, none of these guys 843 00:35:52,670 --> 00:35:54,980 are going to be in business a year from now. 844 00:35:54,980 --> 00:35:56,780 And we didn't take that one step further 845 00:35:56,780 --> 00:35:59,322 and say, and my god, what that's going to do to the business. 846 00:35:59,322 --> 00:36:00,696 TONY HAWK: In the next two years, 847 00:36:00,696 --> 00:36:02,390 Warner Communications dumped Atari 848 00:36:02,390 --> 00:36:04,970 and got out of the industry. 849 00:36:04,970 --> 00:36:08,360 Mattel shut down production of their Intellivision system. 850 00:36:08,360 --> 00:36:11,520 Coleco sales dropped through the floor. 851 00:36:11,520 --> 00:36:15,470 And in 1985, just as everything really hit bottom, 852 00:36:15,470 --> 00:36:17,140 Nintendo stood up and said they weren't 853 00:36:17,140 --> 00:36:20,540 going to take it anymore and launched their own gaming 854 00:36:20,540 --> 00:36:21,340 console-- 855 00:36:21,340 --> 00:36:25,670 the Nintendo Entertainment System or NES. 856 00:36:25,670 --> 00:36:27,560 Everyone thought they were crazy. 857 00:36:27,560 --> 00:36:29,810 - All of a sudden, Nintendo came in, 858 00:36:29,810 --> 00:36:33,250 better graphics, better color, better sound. 859 00:36:33,250 --> 00:36:34,620 Boom, rock and roll-- 860 00:36:34,620 --> 00:36:36,030 total success. 861 00:36:36,030 --> 00:36:38,790 MAN: Nintendo has the most video game hits, 862 00:36:38,790 --> 00:36:41,520 like Baseball and Excite Bike. 863 00:36:41,520 --> 00:36:44,730 Now, you're playing with power. 864 00:36:44,730 --> 00:36:47,440 - They really brought in a new age of video games 865 00:36:47,440 --> 00:36:49,702 with the simple introduction of the NES system. 866 00:36:49,702 --> 00:36:50,910 They've rethought everything. 867 00:36:50,910 --> 00:36:53,100 They said, the way a cartridge is loaded, 868 00:36:53,100 --> 00:36:55,440 the way the controllers are designed-- 869 00:36:55,440 --> 00:36:58,230 they said, let's start over and create a really friendly game 870 00:36:58,230 --> 00:37:00,150 system for families to enjoy. 871 00:37:00,150 --> 00:37:03,870 TONY HAWK: And who was leading the Nintendo NES charge? 872 00:37:03,870 --> 00:37:06,120 Their Donkey Kong hero Mario, now 873 00:37:06,120 --> 00:37:08,110 starring in Super Mario Bros. 874 00:37:08,110 --> 00:37:11,230 - They came out with Super Mario Bros, which was a great game-- 875 00:37:11,230 --> 00:37:14,720 so far beyond anything that has existed before in he home. 876 00:37:14,720 --> 00:37:18,510 It made side scrolling vivid, and it gave you puzzles-- 877 00:37:18,510 --> 00:37:21,160 hidden puzzles and fun puzzles. 878 00:37:21,160 --> 00:37:25,060 It characterized what games could be. 879 00:37:25,060 --> 00:37:29,030 And it was a phenomenon all over again. 880 00:37:29,030 --> 00:37:31,430 - Once that happened, it really changed the business, 881 00:37:31,430 --> 00:37:34,100 because then Sega started looking at the business 882 00:37:34,100 --> 00:37:35,330 more seriously. 883 00:37:35,330 --> 00:37:37,790 TONY HAWK: Sega was short for Service Games. 884 00:37:37,790 --> 00:37:40,490 It had actually gotten its start as an American company then 885 00:37:40,490 --> 00:37:43,250 imported pinball machines to military bases in Japan 886 00:37:43,250 --> 00:37:45,356 after World War II. 887 00:37:45,356 --> 00:37:49,730 But by 1986, Sega was a Japanese company toiling away 888 00:37:49,730 --> 00:37:51,230 in the arcade business. 889 00:37:51,230 --> 00:37:53,300 Seeing Nintendo's success, they came out 890 00:37:53,300 --> 00:37:54,960 with their first console-- 891 00:37:54,960 --> 00:37:57,140 the Sega Master System. 892 00:37:57,140 --> 00:37:59,930 Most of their games were repackaged arcade titles 893 00:37:59,930 --> 00:38:01,990 and couldn't compete with the exciting originals 894 00:38:01,990 --> 00:38:03,680 that Nintendo was cranking out. 895 00:38:03,680 --> 00:38:05,810 It would take another five years before Sega 896 00:38:05,810 --> 00:38:09,380 would get a real shot of pushing Nintendo and Mario 897 00:38:09,380 --> 00:38:11,690 off their high latter. 898 00:38:11,690 --> 00:38:15,230 - And the Japanese really took over the video game industry, 899 00:38:15,230 --> 00:38:18,050 because we had these games that anyone could play, 900 00:38:18,050 --> 00:38:20,630 anyone could understand and everyone loves. 901 00:38:20,630 --> 00:38:23,020 And they're very simple, they're very easy to get into. 902 00:38:23,020 --> 00:38:25,460 And the hardware is more powerful than anything 903 00:38:25,460 --> 00:38:27,090 we've seen from the American side. 904 00:38:27,090 --> 00:38:29,750 So these guys, they were able to bring back video games, 905 00:38:29,750 --> 00:38:32,040 like they brought it back from the dead. 906 00:38:32,040 --> 00:38:33,770 TONY HAWK: After a five year slump, 907 00:38:33,770 --> 00:38:36,480 consoles were clawing their way back into homes only 908 00:38:36,480 --> 00:38:39,450 to meet a new challenger-- the personal computer. 909 00:38:39,450 --> 00:38:41,499 We can barely remember life without them, 910 00:38:41,499 --> 00:38:43,040 but in the early '80s, these machines 911 00:38:43,040 --> 00:38:44,349 were the hot new thing. 912 00:38:44,349 --> 00:38:46,640 And they were about to take video game play to a higher 913 00:38:46,640 --> 00:38:49,660 level, create new competition for gaming dollars 914 00:38:49,660 --> 00:38:51,980 and give game designers a new opportunity 915 00:38:51,980 --> 00:38:54,110 to take even more power into their own hands. 916 00:38:54,110 --> 00:38:58,490 917 00:38:58,490 --> 00:38:59,990 You know how some people always seem 918 00:38:59,990 --> 00:39:02,450 to be in the right place at the right time? 919 00:39:02,450 --> 00:39:04,940 Maybe it has more to do with being ready to step up 920 00:39:04,940 --> 00:39:06,245 than just dumb luck. 921 00:39:06,245 --> 00:39:08,030 And the video game industry has always 922 00:39:08,030 --> 00:39:10,100 been packed with risk takers, people who 923 00:39:10,100 --> 00:39:12,890 can't wait to take their shot. 924 00:39:12,890 --> 00:39:15,320 Time for another chapter in our tale of two Steve-- 925 00:39:15,320 --> 00:39:16,760 Jobs and Wozniak. 926 00:39:16,760 --> 00:39:17,590 Remember? 927 00:39:17,590 --> 00:39:20,350 Those two guys who left Atari to start their own thing. 928 00:39:20,350 --> 00:39:22,790 By the early '80s, their Apple 2 Home Computer was a must 929 00:39:22,790 --> 00:39:27,470 buy for tech heads everywhere, at a whopping $1,300 a pop. 930 00:39:27,470 --> 00:39:30,050 - I just thought I had to have one. 931 00:39:30,050 --> 00:39:33,890 I convinced my wife that I would somehow make it pay for itself. 932 00:39:33,890 --> 00:39:36,560 And we spent well over a month's income 933 00:39:36,560 --> 00:39:40,710 for the two of us buying that first Apple 2 computer. 934 00:39:40,710 --> 00:39:47,760 And well, I guess I did make it pay for itself eventually. 935 00:39:47,760 --> 00:39:50,359 TONY HAWK: Computers were making word processing a breeze 936 00:39:50,359 --> 00:39:52,650 and typewriters were being tossed out of office windows 937 00:39:52,650 --> 00:39:54,030 everywhere. 938 00:39:54,030 --> 00:39:56,280 But coming out of Atari, the two Steves 939 00:39:56,280 --> 00:39:59,370 had gaming in their blood and knew that working hard 940 00:39:59,370 --> 00:40:01,140 meant playing harder. 941 00:40:01,140 --> 00:40:04,500 So they made sure their baby was built to game. 942 00:40:04,500 --> 00:40:06,150 - Once you have a PC on your desk, 943 00:40:06,150 --> 00:40:07,670 you soon realize that it's something 944 00:40:07,670 --> 00:40:09,480 that you can goof off on. 945 00:40:09,480 --> 00:40:11,640 And right from the very beginning 946 00:40:11,640 --> 00:40:13,770 of PCs on desktops in the workplace, 947 00:40:13,770 --> 00:40:15,020 there were games to play. 948 00:40:15,020 --> 00:40:18,040 In those days-- the mid-80s, a lot of them 949 00:40:18,040 --> 00:40:20,521 were just text games like Zork. 950 00:40:20,521 --> 00:40:22,770 The great thing about that is because it was all text, 951 00:40:22,770 --> 00:40:24,920 it actually kind of looked like work. 952 00:40:24,920 --> 00:40:28,770 TONY HAWK: A rival PC, the Commodore 64 came out in 1982, 953 00:40:28,770 --> 00:40:30,370 and was even more successful. 954 00:40:30,370 --> 00:40:33,690 22 million machines were sold in 1983 alone. 955 00:40:33,690 --> 00:40:39,492 Well, maybe because that one was only $600. 956 00:40:39,492 --> 00:40:41,970 - When the Commodore 64 first came out, 957 00:40:41,970 --> 00:40:44,040 I bought one of those like the first day 958 00:40:44,040 --> 00:40:46,500 and spent like the next month just learning machine, trying 959 00:40:46,500 --> 00:40:47,830 every last feature of it. 960 00:40:47,830 --> 00:40:49,455 And then, the first game I did actually 961 00:40:49,455 --> 00:40:50,456 was on he Commodore 64. 962 00:40:50,456 --> 00:40:52,080 - I would go into the college and there 963 00:40:52,080 --> 00:40:53,705 were students programming on the Apple, 964 00:40:53,705 --> 00:40:56,512 so I could ask them, how do you get the dot on the screen. 965 00:40:56,512 --> 00:40:58,470 And I'm just asking them all the basic commands 966 00:40:58,470 --> 00:41:01,400 and writing them all down and trying to make my own programs 967 00:41:01,400 --> 00:41:02,677 in the corner on the machines. 968 00:41:02,677 --> 00:41:05,010 - I love playing on a computer a lot more than a console 969 00:41:05,010 --> 00:41:07,020 because, I felt like the interaction was there. 970 00:41:07,020 --> 00:41:10,800 There was a lot more fun in actually programming things 971 00:41:10,800 --> 00:41:14,450 rather than just being passive and letting somebody else make 972 00:41:14,450 --> 00:41:15,600 the game for me. 973 00:41:15,600 --> 00:41:17,648 That was really when I fell in love with games. 974 00:41:17,648 --> 00:41:21,400 [MUSIC PLAYING] 975 00:41:21,400 --> 00:41:23,290 TONY HAWK: Back at Apple, a young employee 976 00:41:23,290 --> 00:41:25,930 named Chip Hawkins was getting ready to pull a Steve 977 00:41:25,930 --> 00:41:29,260 Jobs on Steve Jobs and take off on his own. 978 00:41:29,260 --> 00:41:31,990 979 00:41:31,990 --> 00:41:34,540 - At Apple, Steve Jobs was treating him 980 00:41:34,540 --> 00:41:38,830 like a worthless MBA instead of like the future CEO 981 00:41:38,830 --> 00:41:40,800 and rockstar. 982 00:41:40,800 --> 00:41:43,780 - The big idea I had was to basically bring 983 00:41:43,780 --> 00:41:47,170 a lot of practices from Hollywood 984 00:41:47,170 --> 00:41:50,980 into this new digital medium elevating 985 00:41:50,980 --> 00:41:54,460 the development of the product to that of an art form 986 00:41:54,460 --> 00:41:57,880 and treating the creative talent as artists. 987 00:41:57,880 --> 00:42:00,750 TONY HAWK: In October of 1982, Electronic Arts was born. 988 00:42:00,750 --> 00:42:05,232 989 00:42:05,232 --> 00:42:08,220 [MUSIC PLAYING] 990 00:42:08,220 --> 00:42:10,230 - We wrote the business plan in November '82. 991 00:42:10,230 --> 00:42:12,450 And two weeks later, Atari, which 992 00:42:12,450 --> 00:42:15,000 had just shipped ET, announced that they 993 00:42:15,000 --> 00:42:17,615 weren't going to make their revenue, or profit, targets. 994 00:42:17,615 --> 00:42:18,990 And what they were doing was they 995 00:42:18,990 --> 00:42:22,000 were spending their money on bulldozers bulldozing 996 00:42:22,000 --> 00:42:25,340 all those ETs into the ground. 997 00:42:25,340 --> 00:42:28,100 We though cartridge video games we're done for ever. 998 00:42:28,100 --> 00:42:30,390 So we took a big risk and we launched and only did 999 00:42:30,390 --> 00:42:32,272 floppy disk PC games. 1000 00:42:32,272 --> 00:42:35,630 TONY HAWK: Trip had to get people's eyes back on gaming 1001 00:42:35,630 --> 00:42:40,280 and he did it by catching their eye on the store shelves. 1002 00:42:40,280 --> 00:42:42,560 - I immediately gravitated towards thinking 1003 00:42:42,560 --> 00:42:45,170 that the product should be packaged like a record album. 1004 00:42:45,170 --> 00:42:48,380 And it was very successful in the marketplace in that, 1005 00:42:48,380 --> 00:42:52,552 a lot of people really liked those early record albums. 1006 00:42:52,552 --> 00:42:56,634 [MUSIC PLAYING] 1007 00:42:56,634 --> 00:42:59,050 TONY HAWK: Trip also figured sports stars would look great 1008 00:42:59,050 --> 00:43:00,460 on box covers. 1009 00:43:00,460 --> 00:43:01,900 Not sure why. 1010 00:43:01,900 --> 00:43:04,460 Maybe he ate a lot of Wheaties. 1011 00:43:04,460 --> 00:43:07,130 Whatever the reason, he went after two of the biggest-- 1012 00:43:07,130 --> 00:43:09,410 Larry Bird and Julius Erving, better 1013 00:43:09,410 --> 00:43:12,110 known as Dr. J. Each got about $25K 1014 00:43:12,110 --> 00:43:14,570 for a snapshot and their names. 1015 00:43:14,570 --> 00:43:17,570 And the doctor himself got involved in the game design. 1016 00:43:17,570 --> 00:43:20,720 - We asked him questions about how he played and strategies 1017 00:43:20,720 --> 00:43:23,082 and we wanted to understand what kind of shots 1018 00:43:23,082 --> 00:43:25,040 he would take from different parts of the floor 1019 00:43:25,040 --> 00:43:26,664 and what his shooting percentages were. 1020 00:43:26,664 --> 00:43:28,550 - We exactly built into the game. 1021 00:43:28,550 --> 00:43:31,400 And then we said, imagine you're really going one on one 1022 00:43:31,400 --> 00:43:34,035 with Larry, what would the outcome be. 1023 00:43:34,035 --> 00:43:37,420 And he goes, if I went one-on-one with Larry, 1024 00:43:37,420 --> 00:43:39,840 I'd beat him every time. 1025 00:43:39,840 --> 00:43:42,330 Cool. 1026 00:43:42,330 --> 00:43:45,980 - Premiering on the Apple 2 and Commodore 64, Dr. J 1027 00:43:45,980 --> 00:43:50,720 and Larry Bird go one on one was a huge seller. 1028 00:43:50,720 --> 00:43:51,890 Next up, football. 1029 00:43:51,890 --> 00:43:54,640 The tie-in, John Madden. 1030 00:43:54,640 --> 00:43:57,470 With a big name, give him a big shock. 1031 00:43:57,470 --> 00:44:00,650 You see, in the early '80s, technology would only allow 1032 00:44:00,650 --> 00:44:02,240 seven players on each team. 1033 00:44:02,240 --> 00:44:08,460 - Madden looked at it and he goes, where's the other guys? 1034 00:44:08,460 --> 00:44:12,650 Well, this is an Apple 2 and it only has 64k of ram. 1035 00:44:12,650 --> 00:44:16,780 So actually having seven on seven is a huge breakthrough. 1036 00:44:16,780 --> 00:44:18,450 And he just gets the stink face-- 1037 00:44:18,450 --> 00:44:22,250 it's like, where are the other-- that's not football. 1038 00:44:22,250 --> 00:44:25,030 You can shift that if you want, but not with my name on. 1039 00:44:25,030 --> 00:44:26,690 We're thinking, he's got our money. 1040 00:44:26,690 --> 00:44:29,585 So I would go back to Rob and Anthonic, the programmer 1041 00:44:29,585 --> 00:44:32,610 and designer, and say, it's got to be a 11-on-11. 1042 00:44:32,610 --> 00:44:37,800 And he goes, that's impossible. 1043 00:44:37,800 --> 00:44:41,370 Two years later when the 11-on-11 game was finished, 1044 00:44:41,370 --> 00:44:42,440 we shipped it. 1045 00:44:42,440 --> 00:44:46,995 [MUSIC PLAYING] 1046 00:44:46,995 --> 00:44:49,750 TONY HAWK: And in 1988, the ultimate video sports game 1047 00:44:49,750 --> 00:44:51,730 franchise was born, along with one 1048 00:44:51,730 --> 00:44:54,940 of the greatest video marketing opportunities ever. 1049 00:44:54,940 --> 00:44:57,310 Like football itself, a new version of Madden 1050 00:44:57,310 --> 00:45:01,780 started arriving every season with new teams, statistics, 1051 00:45:01,780 --> 00:45:02,927 and players. 1052 00:45:02,927 --> 00:45:04,510 - And I said, this is the crown jewel. 1053 00:45:04,510 --> 00:45:06,010 We're going to build the company around this. 1054 00:45:06,010 --> 00:45:08,070 This is going to be a hugely successful product. 1055 00:45:08,070 --> 00:45:10,690 Madden's success proofed that sports can be very, very 1056 00:45:10,690 --> 00:45:13,240 good for EA, and it has, giving birth 1057 00:45:13,240 --> 00:45:15,560 to a whole subdivision within the company. 1058 00:45:15,560 --> 00:45:19,530 And it doesn't stop there, from action to adventure, 1059 00:45:19,530 --> 00:45:23,140 from franchises to tie-in titles, these guys are on it. 1060 00:45:23,140 --> 00:45:24,622 Now going for over 20 years, they 1061 00:45:24,622 --> 00:45:26,080 are the biggest and most successful 1062 00:45:26,080 --> 00:45:27,820 publisher of video games ever. 1063 00:45:27,820 --> 00:45:33,280 In 2003, the revenues topped $2.5 billion. 1064 00:45:33,280 --> 00:45:35,620 But hey, we're starting to get ahead of ourselves here. 1065 00:45:35,620 --> 00:45:41,620 Put the brakes on and let's rewind back in 1979. 1066 00:45:41,620 --> 00:45:44,490 This is Ken Williams and his wife Roberta. 1067 00:45:44,490 --> 00:45:47,440 Based in LA, Ken had just started a computer consulting 1068 00:45:47,440 --> 00:45:50,080 business called Online Systems. 1069 00:45:50,080 --> 00:45:53,200 And then, one day, he bought his own computer along 1070 00:45:53,200 --> 00:45:54,550 with a computer game. 1071 00:45:54,550 --> 00:45:57,240 - Roberta started playing it and she got really, really hooked. 1072 00:45:57,240 --> 00:46:01,070 Then after she got hooked, she said, you know, I can do that. 1073 00:46:01,070 --> 00:46:03,070 And it turned out that she could not only do it, 1074 00:46:03,070 --> 00:46:05,335 she could do it brilliantly. 1075 00:46:05,335 --> 00:46:09,550 TONY HAWK: In 1980, she started writing her own game-- 1076 00:46:09,550 --> 00:46:11,560 Mystery House. 1077 00:46:11,560 --> 00:46:13,970 - The adventure game genre really developed 1078 00:46:13,970 --> 00:46:16,520 around what the PC was capable of, 1079 00:46:16,520 --> 00:46:19,820 which was exploration and storytelling. 1080 00:46:19,820 --> 00:46:21,774 You could type in walk left and you 1081 00:46:21,774 --> 00:46:22,940 would get a description of-- 1082 00:46:22,940 --> 00:46:24,380 OK, now you're in the field. 1083 00:46:24,380 --> 00:46:26,930 It was all text based. 1084 00:46:26,930 --> 00:46:28,640 TONY HAWK: An avid movie lover, Roberta 1085 00:46:28,640 --> 00:46:31,160 loved visuals, and insisted the game would 1086 00:46:31,160 --> 00:46:34,100 be more fun if there were pictures to go along with it. 1087 00:46:34,100 --> 00:46:37,370 - She couldn't understand why the hardware at the time 1088 00:46:37,370 --> 00:46:39,980 couldn't do the things that she wanted done. 1089 00:46:39,980 --> 00:46:43,550 And so she would just say, Ed, you've gotta make this happen. 1090 00:46:43,550 --> 00:46:46,640 And somehow Ken would work on it and figure it 1091 00:46:46,640 --> 00:46:49,100 out some kind of thing and make it happen. 1092 00:46:49,100 --> 00:46:52,490 Because of her, Ken created this software program 1093 00:46:52,490 --> 00:46:56,330 that allowed them to store hundreds of graphic screens 1094 00:46:56,330 --> 00:46:58,280 on one single floppy disk. 1095 00:46:58,280 --> 00:47:01,160 And they produced the first adventure game for the Apple 2 1096 00:47:01,160 --> 00:47:01,910 that had graphics. 1097 00:47:01,910 --> 00:47:02,409 It 1098 00:47:02,409 --> 00:47:04,130 - They take these games in a baggy 1099 00:47:04,130 --> 00:47:06,500 and they'd drive them around California 1100 00:47:06,500 --> 00:47:08,270 about have computer shops sell them. 1101 00:47:08,270 --> 00:47:11,100 And that got successful and that became their company. 1102 00:47:11,100 --> 00:47:14,010 1103 00:47:14,010 --> 00:47:18,260 TONY HAWK: Ken and Roberta sold 80,000 copies of Mystery House. 1104 00:47:18,260 --> 00:47:20,440 More games started coming, some were 1105 00:47:20,440 --> 00:47:24,370 originals, some adaptations of arcade titles. 1106 00:47:24,370 --> 00:47:26,620 They also moved their office out of the LA kitchen 1107 00:47:26,620 --> 00:47:30,070 and into a building just outside Yosemite National Park. 1108 00:47:30,070 --> 00:47:34,210 Name change time too-- the company became Sierra Online. 1109 00:47:34,210 --> 00:47:36,670 Then IBM knocked on the new office door. 1110 00:47:36,670 --> 00:47:39,265 They wanted a game for their new consumer machine, the PC 1111 00:47:39,265 --> 00:47:40,020 Junior. 1112 00:47:40,020 --> 00:47:43,000 Roberta came up with King's Quest, a fantasy adventure 1113 00:47:43,000 --> 00:47:46,479 game filled with knights, treasures and puzzles. 1114 00:47:46,479 --> 00:47:48,520 It would also let gamers play from a third person 1115 00:47:48,520 --> 00:47:49,960 perspective. 1116 00:47:49,960 --> 00:47:51,520 Controlling and moving a character 1117 00:47:51,520 --> 00:47:53,350 inside a physical world-- 1118 00:47:53,350 --> 00:47:55,330 a first for adventure games. 1119 00:47:55,330 --> 00:47:57,790 - My first experience with question was just a revelation. 1120 00:47:57,790 --> 00:48:00,580 It was kind of a very, very early form of virtual reality, 1121 00:48:00,580 --> 00:48:02,050 that I was the main character. 1122 00:48:02,050 --> 00:48:04,930 And I was actually creating the story as I went along. 1123 00:48:04,930 --> 00:48:07,030 I thought that was very exciting as a storyteller 1124 00:48:07,030 --> 00:48:09,400 and very compelling for me as a gamer. 1125 00:48:09,400 --> 00:48:13,300 1126 00:48:13,300 --> 00:48:15,370 TONY HAWK: Like the movie biz, success brought 1127 00:48:15,370 --> 00:48:18,100 equals and a few spin-offs too. 1128 00:48:18,100 --> 00:48:20,820 1129 00:48:20,820 --> 00:48:23,620 With each game, Roberto's vision expanded 1130 00:48:23,620 --> 00:48:25,880 and Ken had to think fast to keep up with it. 1131 00:48:25,880 --> 00:48:27,490 - She said, well, I want color. 1132 00:48:27,490 --> 00:48:29,590 And he said, well, Apple only has six colors 1133 00:48:29,590 --> 00:48:30,770 and they're kind of weird. 1134 00:48:30,770 --> 00:48:32,630 And she said, well, make more than that. 1135 00:48:32,630 --> 00:48:33,400 And so he did. 1136 00:48:33,400 --> 00:48:34,570 She wanted sound. 1137 00:48:34,570 --> 00:48:36,790 So he convinced [? Rollins ?] to produce 1138 00:48:36,790 --> 00:48:40,450 a mini board and a sound card so that the PCs could 1139 00:48:40,450 --> 00:48:42,280 have music soundtracks. 1140 00:48:42,280 --> 00:48:43,930 Because with them, the sound cards 1141 00:48:43,930 --> 00:48:48,238 really came into the PC world. 1142 00:48:48,238 --> 00:48:50,110 TONY HAWK: And like Nintendo with Mario, 1143 00:48:50,110 --> 00:48:53,470 Ken and Roberta knew continuing characters like Leisure Suit 1144 00:48:53,470 --> 00:48:56,650 Larry could be just as lucrative as franchise titles. 1145 00:48:56,650 --> 00:48:59,170 - The first Leisure Suit Larry King game had a very simple 1146 00:48:59,170 --> 00:49:05,650 plot-- you were a 39-year-old virgin software salesman in Las 1147 00:49:05,650 --> 00:49:09,640 Vegas for one night and hoping to lose your virginity. 1148 00:49:09,640 --> 00:49:13,150 And you can do that through a variety of means, none of which 1149 00:49:13,150 --> 00:49:17,919 were very sexy or stimulating, but we're funny. 1150 00:49:17,919 --> 00:49:19,210 That's what made it successful. 1151 00:49:19,210 --> 00:49:22,427 It was a risqué title. 1152 00:49:22,427 --> 00:49:24,919 [MUSIC PLAYING] 1153 00:49:24,919 --> 00:49:26,960 TONY HAWK: Despite all of the success that Sierra 1154 00:49:26,960 --> 00:49:29,114 and Electronic Arts we're finding in the mid-80s, 1155 00:49:29,114 --> 00:49:30,530 their audience still consisted of. 1156 00:49:30,530 --> 00:49:33,200 A highly specialized group of tech heads and gamers 1157 00:49:33,200 --> 00:49:35,030 with computers becoming an everyday part 1158 00:49:35,030 --> 00:49:37,700 of everyone's work and home life, a money making 1159 00:49:37,700 --> 00:49:41,600 stream of potential players was just sitting there untapped. 1160 00:49:41,600 --> 00:49:43,845 All someone needed was one simple game. 1161 00:49:43,845 --> 00:49:46,639 It needed to be something that anyone could play, 1162 00:49:46,639 --> 00:49:48,680 a game so addictive that workers around the world 1163 00:49:48,680 --> 00:49:50,090 would have to cover their computer screens when 1164 00:49:50,090 --> 00:49:51,305 the boss walked by. 1165 00:49:51,305 --> 00:49:52,840 Well, that game was about to arrive. 1166 00:49:52,840 --> 00:49:58,300 1167 00:49:58,300 --> 00:50:00,520 In terms of global obsession, this next game 1168 00:50:00,520 --> 00:50:02,140 broke all the records. 1169 00:50:02,140 --> 00:50:03,520 It was one of those classic-- 1170 00:50:03,520 --> 00:50:06,520 why didn't I think of that ideas, a game so simple, 1171 00:50:06,520 --> 00:50:08,590 no one in the world could resist playing. 1172 00:50:08,590 --> 00:50:11,550 It was called Tetris. 1173 00:50:11,550 --> 00:50:14,530 And next to cocaine, It was the most addictive substance 1174 00:50:14,530 --> 00:50:17,640 being passed around in the party hardy 1980s. 1175 00:50:17,640 --> 00:50:21,510 And the idea came right out of party central. 1176 00:50:21,510 --> 00:50:24,280 Well, make that Communist Party central. 1177 00:50:24,280 --> 00:50:26,970 1178 00:50:26,970 --> 00:50:29,880 In 1984, Alexey Pajitnov enough was 1179 00:50:29,880 --> 00:50:32,220 working at the Academy of Science in Moscow. 1180 00:50:32,220 --> 00:50:34,680 Occupation-- mathematician. 1181 00:50:34,680 --> 00:50:37,420 His hobbies-- puzzles. 1182 00:50:37,420 --> 00:50:40,990 Alexey came up with Tetris using his computer at work. 1183 00:50:40,990 --> 00:50:44,760 He based it on an old Russian puzzle game called Pentomino. 1184 00:50:44,760 --> 00:50:48,320 - So this is original Pentomino, which I brought from Russia. 1185 00:50:48,320 --> 00:50:52,320 And I had an idea to make to play a game with this. 1186 00:50:52,320 --> 00:50:53,930 And let's start to program it. 1187 00:50:53,930 --> 00:50:57,440 And when I program it, I see-- 1188 00:50:57,440 --> 00:50:59,800 well, in order to put it there, you 1189 00:50:59,800 --> 00:51:02,750 need to flip it or rotate it. 1190 00:51:02,750 --> 00:51:06,032 That was the moment when Tetris was born. 1191 00:51:06,032 --> 00:51:08,530 [MUSIC PLAYING] 1192 00:51:08,530 --> 00:51:10,870 TONY HAWK: In 1985, the game was ready 1193 00:51:10,870 --> 00:51:14,820 and Alexey made his big launch, Soviet style. 1194 00:51:14,820 --> 00:51:16,320 - [NON-ENGLISH SPEECH],, in Russian, 1195 00:51:16,320 --> 00:51:19,450 means that you give the copy to your friends. 1196 00:51:19,450 --> 00:51:23,990 And that was like a forest fire, you know? 1197 00:51:23,990 --> 00:51:26,870 In two weeks, it was on every single PC in Moscow, 1198 00:51:26,870 --> 00:51:29,900 and probably in Russia. 1199 00:51:29,900 --> 00:51:31,410 I don't know. 1200 00:51:31,410 --> 00:51:34,340 TONY HAWK: And of course, Alexey made a ton of money, retired 1201 00:51:34,340 --> 00:51:35,840 and he's been sitting around sipping 1202 00:51:35,840 --> 00:51:38,400 Stoli in this 30-room mansion ever since. 1203 00:51:38,400 --> 00:51:39,350 Yeah, right. 1204 00:51:39,350 --> 00:51:43,380 This was the Soviet Union, remember? 1205 00:51:43,380 --> 00:51:45,670 - It was Communist power in Russia, 1206 00:51:45,670 --> 00:51:49,086 so basically, at that point, we are 1207 00:51:49,086 --> 00:51:55,466 agreeing that I will grant them all my rights for 10 years. 1208 00:51:55,466 --> 00:51:57,840 TONY HAWK: So the Communists did what any good capitalist 1209 00:51:57,840 --> 00:52:01,690 would do, they sold the rights to Tetris around the world. 1210 00:52:01,690 --> 00:52:05,550 It started showing up on US computers in January of 1988. 1211 00:52:05,550 --> 00:52:09,120 Soon everyone was playing, at home, at work, 1212 00:52:09,120 --> 00:52:12,930 on company time, personal time, it didn't seem to matter-- 1213 00:52:12,930 --> 00:52:14,940 the nation was transfixed. 1214 00:52:14,940 --> 00:52:16,460 Kids, ask your parents. 1215 00:52:16,460 --> 00:52:19,530 If they say they never played Tetris, they're lying. 1216 00:52:19,530 --> 00:52:21,090 - Tetris is very intuitive. 1217 00:52:21,090 --> 00:52:22,840 Kids are very good at Tetris. 1218 00:52:22,840 --> 00:52:26,200 Adult people, even senior people like these games. 1219 00:52:26,200 --> 00:52:32,610 Everyone would find something for himself in this game. 1220 00:52:32,610 --> 00:52:34,290 TONY HAWK: Smelling a hit, Nintendo 1221 00:52:34,290 --> 00:52:38,130 used Tetris to launch Gameboy, their new handheld gaming 1222 00:52:38,130 --> 00:52:38,850 device. 1223 00:52:38,850 --> 00:52:41,490 - The very big part of the Tetris success 1224 00:52:41,490 --> 00:52:43,640 is connected to Gameboy. 1225 00:52:43,640 --> 00:52:47,620 Somehow, this platform and this game was born for each other. 1226 00:52:47,620 --> 00:52:51,330 Gameboy for Tetris sold them the number of 30 million. 1227 00:52:51,330 --> 00:52:53,650 It's a pretty big number. 1228 00:52:53,650 --> 00:52:57,450 [MUSIC PLAYING] 1229 00:52:57,450 --> 00:52:59,220 TONY HAWK: Not only was the game a hit, 1230 00:52:59,220 --> 00:53:02,250 it helped establish the Gameboy as a viable and popular gaming 1231 00:53:02,250 --> 00:53:04,350 platform that could move software numbers that 1232 00:53:04,350 --> 00:53:07,800 rivaled consoles and PCs, and continues to do 1233 00:53:07,800 --> 00:53:08,970 that kind of business today. 1234 00:53:08,970 --> 00:53:14,470 1235 00:53:14,470 --> 00:53:17,760 The best part of the story, in 1996, Tetris rights 1236 00:53:17,760 --> 00:53:19,260 returned to Alexey. 1237 00:53:19,260 --> 00:53:22,500 Now, instead of Stoli, he's sipping Starbucks in Seattle 1238 00:53:22,500 --> 00:53:24,510 where he works with Microsoft. 1239 00:53:24,510 --> 00:53:26,160 And new generations are discovering 1240 00:53:26,160 --> 00:53:28,630 Tetris on a variety of platforms, 1241 00:53:28,630 --> 00:53:30,120 including mobile phones. 1242 00:53:30,120 --> 00:53:33,770 - We collect and distribute royalties for the game. 1243 00:53:33,770 --> 00:53:38,030 They are not that big anymore, but it's still-- 1244 00:53:38,030 --> 00:53:39,164 it's still good. 1245 00:53:39,164 --> 00:53:41,770 1246 00:53:41,770 --> 00:53:45,520 TONY HAWK: As the 1990s kicked in, Nintendo was riding high. 1247 00:53:45,520 --> 00:53:47,440 Not only was the Gameboy doing great, 1248 00:53:47,440 --> 00:53:50,230 but Nintendo had single-handedly rebuilt the home console 1249 00:53:50,230 --> 00:53:54,800 market, leaving Atari and the toy makers in the dust. 1250 00:53:54,800 --> 00:53:57,580 The NES was the leader of the pack with their lock on hit 1251 00:53:57,580 --> 00:54:00,400 titles and game franchises. 1252 00:54:00,400 --> 00:54:03,850 Sega was also hanging in there with their master system. 1253 00:54:03,850 --> 00:54:06,960 They decided it was time to challenge Nintendo supremacy 1254 00:54:06,960 --> 00:54:11,090 and in 1989, Sega launched the Genesis console. 1255 00:54:11,090 --> 00:54:12,900 - When the Sega Genesis came out, 1256 00:54:12,900 --> 00:54:15,530 it really brought video games to the next generation 1257 00:54:15,530 --> 00:54:17,700 of technical capabilities. 1258 00:54:17,700 --> 00:54:20,570 - Our agency created the slogan, Genesis does when 1259 00:54:20,570 --> 00:54:23,690 Nintendon't, which meant, we had a 16-bit system, 1260 00:54:23,690 --> 00:54:25,070 they have an 8-bit system. 1261 00:54:25,070 --> 00:54:27,020 It was the first competitive position 1262 00:54:27,020 --> 00:54:31,409 in the video game industry in terms of home game systems. 1263 00:54:31,409 --> 00:54:33,200 TONY HAWK: In the no holds barred campaign, 1264 00:54:33,200 --> 00:54:35,530 Sega rolled out their secret weapon-- 1265 00:54:35,530 --> 00:54:39,306 a blue hedgehog called Sonic. 1266 00:54:39,306 --> 00:54:40,430 - They said, you know what? 1267 00:54:40,430 --> 00:54:41,990 This is going to be our mascot. 1268 00:54:41,990 --> 00:54:43,690 He's going to have more of an attitude, 1269 00:54:43,690 --> 00:54:45,940 he's going to be here toward a slightly older audience 1270 00:54:45,940 --> 00:54:48,040 and he's going be fast. 1271 00:54:48,040 --> 00:54:51,050 [INAUDIBLE] show Sonic just like, whizzing by on his feet 1272 00:54:51,050 --> 00:54:52,974 and just going super fast, while Mario is just 1273 00:54:52,974 --> 00:54:54,140 kind of jumping up and down. 1274 00:54:54,140 --> 00:54:59,440 And they really made Mario out to be some kid's character, 1275 00:54:59,440 --> 00:55:01,865 while Sonic was, hey, this is the next hottest thing. 1276 00:55:01,865 --> 00:55:02,990 TONY HAWK: And this sound-- 1277 00:55:02,990 --> 00:55:03,460 MAN: Sega! 1278 00:55:03,460 --> 00:55:05,668 TONY HAWK: Heard at the end of every Sega commercial, 1279 00:55:05,668 --> 00:55:08,040 piled on the attitude. 1280 00:55:08,040 --> 00:55:10,920 While Sega and Nintendo were fighting over the home market, 1281 00:55:10,920 --> 00:55:13,000 gamers we're heading back to the arcades 1282 00:55:13,000 --> 00:55:16,000 where the games were more graphic and intense, 1283 00:55:16,000 --> 00:55:19,840 games like Street Fighter 2 and Mortal Kombat. 1284 00:55:19,840 --> 00:55:22,300 - Mortal Kombat is a game where after you've 1285 00:55:22,300 --> 00:55:24,980 beaten your opponents, you can put in what's called a fatality 1286 00:55:24,980 --> 00:55:27,460 and you can rip out their spine and their skull 1287 00:55:27,460 --> 00:55:29,590 or stick your hand into their chest 1288 00:55:29,590 --> 00:55:32,410 and pull out their hard or a whole bunch of other really 1289 00:55:32,410 --> 00:55:33,477 grizzly little endings. 1290 00:55:33,477 --> 00:55:38,915 1291 00:55:38,915 --> 00:55:40,290 TONY HAWK: Both Sega and Nintendo 1292 00:55:40,290 --> 00:55:41,910 wanted to match the visual quality 1293 00:55:41,910 --> 00:55:44,580 of these intense arcade games. 1294 00:55:44,580 --> 00:55:47,090 Sega saw possibilities in a new format-- 1295 00:55:47,090 --> 00:55:48,760 the CD-ROM. 1296 00:55:48,760 --> 00:55:53,120 One CD could hold 320 times more data than a console cartridge. 1297 00:55:53,120 --> 00:55:55,990 To you and me that's just more gaming power. 1298 00:55:55,990 --> 00:55:59,060 But just as Sega began to consider the CD-ROM, 1299 00:55:59,060 --> 00:56:01,040 personal computers beat them to the punch. 1300 00:56:01,040 --> 00:56:03,550 1301 00:56:03,550 --> 00:56:09,300 In 1993, a new game designed for the Macintosh home computer 1302 00:56:09,300 --> 00:56:11,230 made its debut. 1303 00:56:11,230 --> 00:56:13,687 - Blue pages. 1304 00:56:13,687 --> 00:56:15,520 TONY HAWK: It was designed by Rand and Robin 1305 00:56:15,520 --> 00:56:18,970 Miller, two brothers who had found modest success designing 1306 00:56:18,970 --> 00:56:21,100 children's computer games. 1307 00:56:21,100 --> 00:56:24,050 Working out of their garage in Spokane, Washington, 1308 00:56:24,050 --> 00:56:28,280 they crafted an immersive interactive world-- 1309 00:56:28,280 --> 00:56:30,180 Myst. 1310 00:56:30,180 --> 00:56:33,510 - Typically, games start with a game play system, 1311 00:56:33,510 --> 00:56:34,530 ours start with a place. 1312 00:56:34,530 --> 00:56:37,639 1313 00:56:37,639 --> 00:56:39,430 In our minds, we we're building real places 1314 00:56:39,430 --> 00:56:40,820 that people could lose themselves in. 1315 00:56:40,820 --> 00:56:42,720 They'd sit down in front of their computer, 1316 00:56:42,720 --> 00:56:46,810 they'd turn the lights down, turn the sound up, 1317 00:56:46,810 --> 00:56:50,020 and they'd forget that they were in this world 1318 00:56:50,020 --> 00:56:53,920 and they would feel like they were in that world. 1319 00:56:53,920 --> 00:56:56,890 The graphics in Myst were what defined it, 1320 00:56:56,890 --> 00:56:59,890 because for the first time, I think people saw stuff 1321 00:56:59,890 --> 00:57:01,810 on your screen that could be mistaken 1322 00:57:01,810 --> 00:57:03,910 for real images of real places. 1323 00:57:03,910 --> 00:57:07,440 1324 00:57:07,440 --> 00:57:09,180 There were some terrific constraints 1325 00:57:09,180 --> 00:57:12,400 like, we couldn't actually move the pictures in real time. 1326 00:57:12,400 --> 00:57:17,160 So we built them very realistic, but they were still. 1327 00:57:17,160 --> 00:57:20,940 Myst was the killer app for CD, because it 1328 00:57:20,940 --> 00:57:25,279 allowed for this incredible wealth of graphics 1329 00:57:25,279 --> 00:57:26,820 that we had really never seen before. 1330 00:57:26,820 --> 00:57:28,560 A floppy disk just couldn't handle 1331 00:57:28,560 --> 00:57:30,135 the size of these graphics. 1332 00:57:30,135 --> 00:57:34,740 1333 00:57:34,740 --> 00:57:37,370 TONY HAWK: Myst became the must have game, 1334 00:57:37,370 --> 00:57:41,060 selling 250,000 copies in 12 months. 1335 00:57:41,060 --> 00:57:44,030 It stayed on computer game best seller lists for the next three 1336 00:57:44,030 --> 00:57:47,240 years, selling over 4 million copies. 1337 00:57:47,240 --> 00:57:51,570 It also turned the Miller brothers into a millionaires. 1338 00:57:51,570 --> 00:57:53,730 - I smile because I look back and think, 1339 00:57:53,730 --> 00:57:57,000 when we were two stupid brothers sitting in the garage, 1340 00:57:57,000 --> 00:57:58,710 we didn't have great insight. 1341 00:57:58,710 --> 00:58:03,660 We maybe had some good instincts and the timing was right. 1342 00:58:03,660 --> 00:58:06,540 For loads of gamers, Myst was a watershed moment, 1343 00:58:06,540 --> 00:58:08,700 with it's enchanting magical graphics helping 1344 00:58:08,700 --> 00:58:11,490 to create a completely immersive experience. 1345 00:58:11,490 --> 00:58:13,980 But the next killer application for multimedia PC 1346 00:58:13,980 --> 00:58:18,270 would follow arcade games on a much darker more brutal road. 1347 00:58:18,270 --> 00:58:20,070 And suddenly, the video game industry 1348 00:58:20,070 --> 00:58:21,990 would find itself in a head on collision 1349 00:58:21,990 --> 00:58:23,910 with the US government. 1350 00:58:23,910 --> 00:58:27,760 [MUSIC PLAYING] 1351 00:58:27,760 --> 00:58:30,240 20 years after the awesome success of Pong, 1352 00:58:30,240 --> 00:58:32,290 video games had morphed from the geeky hobby 1353 00:58:32,290 --> 00:58:34,570 for computer engineers to addictive entertainment 1354 00:58:34,570 --> 00:58:35,800 for the masses. 1355 00:58:35,800 --> 00:58:37,810 And like all success stories, the industry 1356 00:58:37,810 --> 00:58:42,580 soon attracted the attention of big business and law makers. 1357 00:58:42,580 --> 00:58:46,040 OK, let's back up to 1981 for a second. 1358 00:58:46,040 --> 00:58:49,350 This is the original castle Wolfenstein, a classic, 1359 00:58:49,350 --> 00:58:52,570 let's-fight-the-Nazis computer game. 1360 00:58:52,570 --> 00:58:56,920 When it came to action gaming, this was as good as it got. 1361 00:58:56,920 --> 00:58:59,140 But just 11 years later, technology 1362 00:58:59,140 --> 00:59:02,450 would take it from this to this. 1363 00:59:02,450 --> 00:59:04,770 Wolfenstein 3D was the brainchild 1364 00:59:04,770 --> 00:59:09,000 of id Software, a company run by two young game designers named 1365 00:59:09,000 --> 00:59:12,240 John Carmack and John Romero. 1366 00:59:12,240 --> 00:59:15,120 Based in Texas and both in their early 20s, 1367 00:59:15,120 --> 00:59:17,010 they were hardcore gamers with a passion 1368 00:59:17,010 --> 00:59:20,430 for movies like Aliens and Evil Dead 1369 00:59:20,430 --> 00:59:22,920 and a love for heavy metal music. 1370 00:59:22,920 --> 00:59:25,710 Combine these influences with Carmack's recent mastery 1371 00:59:25,710 --> 00:59:28,750 of smooth scrolling 3D graphics for the PC 1372 00:59:28,750 --> 00:59:32,000 and you got one of 1992's breakout computer games, 1373 00:59:32,000 --> 00:59:34,740 especially when the buzz got out about it's blood 1374 00:59:34,740 --> 00:59:36,330 and gore content. 1375 00:59:36,330 --> 00:59:39,090 - People were quite literally blown away by it, 1376 00:59:39,090 --> 00:59:41,370 because they had never seen anything like this. 1377 00:59:41,370 --> 00:59:43,410 And it really showed that there could 1378 00:59:43,410 --> 00:59:47,400 be this whole interesting, compelling, edgy gaming 1379 00:59:47,400 --> 00:59:51,600 experience on a PC that you were able to find on consoles 1380 00:59:51,600 --> 00:59:54,165 or necessarily in arcades. 1381 00:59:54,165 --> 00:59:56,040 TONY HAWK: It was also one of the first games 1382 00:59:56,040 --> 00:59:59,250 to be played to a first person perspective. 1383 00:59:59,250 --> 01:00:01,750 Since you needed to shoot a lot of people to win, 1384 01:00:01,750 --> 01:00:04,440 it helped coin the video genre title-- 1385 01:00:04,440 --> 01:00:06,540 first person shooter. 1386 01:00:06,540 --> 01:00:10,170 - First person shooter is where your eyes are the monitor 1387 01:00:10,170 --> 01:00:12,560 basically and you get to see your hands or your weapons 1388 01:00:12,560 --> 01:00:14,510 or whatever in front of you-- so it's you. 1389 01:00:14,510 --> 01:00:16,874 And first person to us was the most successful interface 1390 01:00:16,874 --> 01:00:18,290 that there was, because you didn't 1391 01:00:18,290 --> 01:00:21,660 have to think about anything but just what 1392 01:00:21,660 --> 01:00:24,017 you're doing in the game. 1393 01:00:24,017 --> 01:00:26,100 TONY HAWK: But the best thing about Wolfenstein 3D 1394 01:00:26,100 --> 01:00:27,840 was the way it was sold. 1395 01:00:27,840 --> 01:00:30,200 With more and more computers hooking up to the internet, 1396 01:00:30,200 --> 01:00:33,210 Carmack and Romero could take advantage of a new distribution 1397 01:00:33,210 --> 01:00:35,670 system called shareware. 1398 01:00:35,670 --> 01:00:39,150 - Shareware was a really, really radical concept at the time, 1399 01:00:39,150 --> 01:00:42,140 because what it basically meant is that you would 1400 01:00:42,140 --> 01:00:44,490 be giving games away online-- 1401 01:00:44,490 --> 01:00:47,640 portions of a game, hoping that people got hooked. 1402 01:00:47,640 --> 01:00:50,876 - Here's the first third in a trilogy that you get for free 1403 01:00:50,876 --> 01:00:53,250 and you leave them with a cliffhanger and all this stuff, 1404 01:00:53,250 --> 01:00:55,080 so they have to buy the other two. 1405 01:00:55,080 --> 01:00:59,394 - And it was like crack basically over the internet. 1406 01:00:59,394 --> 01:01:00,810 TONY HAWK: And a lot of people got 1407 01:01:00,810 --> 01:01:04,470 hooked on Wolfenstein's hardcore style. 1408 01:01:04,470 --> 01:01:06,380 18 months later, Carmack and Romero 1409 01:01:06,380 --> 01:01:08,220 gave them their next fix. 1410 01:01:08,220 --> 01:01:10,906 The game was called Doom. 1411 01:01:10,906 --> 01:01:13,690 1412 01:01:13,690 --> 01:01:17,380 - December 10 of 1993 when we released Doom, 1413 01:01:17,380 --> 01:01:20,170 we'd been up for about 30 hours before that working. 1414 01:01:20,170 --> 01:01:22,220 - Id was trying to get this uploaded, 1415 01:01:22,220 --> 01:01:27,100 but there were so many people waiting online 1416 01:01:27,100 --> 01:01:30,130 that id could not get in to upload it. 1417 01:01:30,130 --> 01:01:30,850 - And the files-- 1418 01:01:30,850 --> 01:01:32,800 it should had been an empty directory-- 1419 01:01:32,800 --> 01:01:35,350 but people were putting sentences in there 1420 01:01:35,350 --> 01:01:36,750 as file names. 1421 01:01:36,750 --> 01:01:38,740 They're making, when will it be here? 1422 01:01:38,740 --> 01:01:40,060 And hurry up and stuff. 1423 01:01:40,060 --> 01:01:42,250 It's like a whole directory full of sentences. 1424 01:01:42,250 --> 01:01:45,000 And we're just like, these people are insane. 1425 01:01:45,000 --> 01:01:49,540 - What id had to do was to tell everybody to just back off, 1426 01:01:49,540 --> 01:01:52,870 don't come on for a few minutes while they upload the game. 1427 01:01:52,870 --> 01:01:58,770 1428 01:01:58,770 --> 01:02:01,470 TONY HAWK: When it came to graphic action and intensity, 1429 01:02:01,470 --> 01:02:03,940 Doom pushed it farther than Wolfenstein 1430 01:02:03,940 --> 01:02:07,490 and was an even bigger success. 1431 01:02:07,490 --> 01:02:09,690 - My most seminal gaming experience 1432 01:02:09,690 --> 01:02:11,370 was playing Doom with my headphones 1433 01:02:11,370 --> 01:02:13,740 on late at night with my wife asleep in the other room 1434 01:02:13,740 --> 01:02:16,620 and being really terrified. 1435 01:02:16,620 --> 01:02:18,360 And feeling stupid for being terrified, 1436 01:02:18,360 --> 01:02:21,369 but still being terrified. 1437 01:02:21,369 --> 01:02:23,910 TONY HAWK: The other thing that made Doom appealing to gamers 1438 01:02:23,910 --> 01:02:27,720 was its multi-player capabilities. 1439 01:02:27,720 --> 01:02:28,719 - Go, go, go. 1440 01:02:28,719 --> 01:02:30,510 TONY HAWK: Network a few computers together 1441 01:02:30,510 --> 01:02:32,343 and you could start shooting at your buddies 1442 01:02:32,343 --> 01:02:33,397 inside the same game. 1443 01:02:33,397 --> 01:02:34,230 MAN: Here they come. 1444 01:02:34,230 --> 01:02:35,925 Here they come. 1445 01:02:35,925 --> 01:02:39,740 TONY HAWK: Carmack and Romero called it death matching. 1446 01:02:39,740 --> 01:02:41,410 - But through all of pretty much 1994, 1447 01:02:41,410 --> 01:02:42,997 I was just addicted to death match. 1448 01:02:42,997 --> 01:02:44,580 It was just the coolest thing I'd ever 1449 01:02:44,580 --> 01:02:47,830 experienced my entire life. 1450 01:02:47,830 --> 01:02:50,790 TONY HAWK: For two young guys in their 20s, the success of Doom 1451 01:02:50,790 --> 01:02:52,680 was a dream come true. 1452 01:02:52,680 --> 01:02:54,960 Practically overnight, the id software founders 1453 01:02:54,960 --> 01:02:57,010 had become multimillionaires. 1454 01:02:57,010 --> 01:03:00,420 - I totally had fun buying fun cars and houses 1455 01:03:00,420 --> 01:03:01,665 and all that kind of stuff. 1456 01:03:01,665 --> 01:03:03,456 - Romero with show up at gaming conventions 1457 01:03:03,456 --> 01:03:05,962 and there would be people literally bowing at his feet 1458 01:03:05,962 --> 01:03:07,170 and doing the Wayne's World-- 1459 01:03:07,170 --> 01:03:08,332 I'm not worthy. 1460 01:03:08,332 --> 01:03:11,610 They really were the rock stars at that time. 1461 01:03:11,610 --> 01:03:14,010 And then, when all of the controversy 1462 01:03:14,010 --> 01:03:15,840 came out for violent games, then they 1463 01:03:15,840 --> 01:03:20,624 had all that too to kind of stoke their image. 1464 01:03:20,624 --> 01:03:22,790 TONY HAWK: In the year leading up to Doom's release, 1465 01:03:22,790 --> 01:03:26,300 violent video games had become headline news makers, but not 1466 01:03:26,300 --> 01:03:27,920 in a good way. 1467 01:03:27,920 --> 01:03:30,320 Popularity of games like Street Fighter 2 1468 01:03:30,320 --> 01:03:33,410 and Mortal Kombat among young children and teenagers 1469 01:03:33,410 --> 01:03:35,150 had parents and lawmakers blaming 1470 01:03:35,150 --> 01:03:38,720 video games for everything, from unfinished homework 1471 01:03:38,720 --> 01:03:42,260 to antisocial behavior and rising street crime. 1472 01:03:42,260 --> 01:03:44,630 In late 1993, the issue was picked up 1473 01:03:44,630 --> 01:03:46,520 by Connecticut Senator Joseph Lieberman 1474 01:03:46,520 --> 01:03:49,970 who formed a Senate committee to investigate video game 1475 01:03:49,970 --> 01:03:51,230 violence. 1476 01:03:51,230 --> 01:03:53,900 - We're not talking about Pac-Man or Space Invaders 1477 01:03:53,900 --> 01:03:54,540 anymore. 1478 01:03:54,540 --> 01:03:59,030 We're talking about video games that too often glorify violence 1479 01:03:59,030 --> 01:04:04,310 and teach children to enjoy inflicting the most gruesome 1480 01:04:04,310 --> 01:04:06,630 forms of cruelty imaginable. 1481 01:04:06,630 --> 01:04:08,900 We are calling on the video game industry 1482 01:04:08,900 --> 01:04:12,170 today to recognize its responsibility to the parents 1483 01:04:12,170 --> 01:04:13,391 and children of this country. 1484 01:04:13,391 --> 01:04:15,652 1485 01:04:15,652 --> 01:04:18,110 TONY HAWK: Lieberman's Senate committee wagged their finger 1486 01:04:18,110 --> 01:04:21,160 at the uncensored version of Mortal Kombat 1487 01:04:21,160 --> 01:04:24,440 and an obscure game called Night Trap. 1488 01:04:24,440 --> 01:04:26,870 - In the game, you play a guy who's 1489 01:04:26,870 --> 01:04:31,070 trying to protect a house full of sorority girls that 1490 01:04:31,070 --> 01:04:33,380 are being attacked by these fledgling vampires, who 1491 01:04:33,380 --> 01:04:36,650 apparently don't have fangs yet so they use this drill 1492 01:04:36,650 --> 01:04:40,380 contraption that hooks up to the neck and sucks their blood out. 1493 01:04:40,380 --> 01:04:42,370 The game wasn't selling, it wasn't fun, 1494 01:04:42,370 --> 01:04:44,660 it was a silly game. 1495 01:04:44,660 --> 01:04:47,150 TONY HAWK: Lieberman called a gratuitous and offensive 1496 01:04:47,150 --> 01:04:51,350 and ought not to be available to people in our society. 1497 01:04:51,350 --> 01:04:54,500 His comments turned Night Trap into one of the biggest selling 1498 01:04:54,500 --> 01:04:56,069 games of the year. 1499 01:04:56,069 --> 01:04:58,440 [MUSIC PLAYING] 1500 01:04:58,440 --> 01:05:00,420 The result of the government hearing 1501 01:05:00,420 --> 01:05:02,210 was that all major game producers 1502 01:05:02,210 --> 01:05:04,640 agreed to set up the Entertainment Software Rating 1503 01:05:04,640 --> 01:05:06,680 Board to rate games. 1504 01:05:06,680 --> 01:05:10,490 Violence didn't go away, but now it came with a warning. 1505 01:05:10,490 --> 01:05:13,700 - I was actually a key proponent in the creation of the rating 1506 01:05:13,700 --> 01:05:15,250 system for video games. 1507 01:05:15,250 --> 01:05:17,990 So I'm a big believer in honest packaging 1508 01:05:17,990 --> 01:05:20,010 and providing consumers with all the information 1509 01:05:20,010 --> 01:05:22,190 they need to make a good product decision 1510 01:05:22,190 --> 01:05:23,891 and to know what they're getting. 1511 01:05:23,891 --> 01:05:25,890 - If you don't let your kids see r-rated movies, 1512 01:05:25,890 --> 01:05:28,070 you shouldn't let your kids play m-rated games. 1513 01:05:28,070 --> 01:05:31,190 And once that becomes more ingrained in American culture 1514 01:05:31,190 --> 01:05:34,040 in everyone's minds, then the whole violence issue 1515 01:05:34,040 --> 01:05:36,247 in video games will become less of an issue. 1516 01:05:36,247 --> 01:05:38,330 TONY HAWK: With the government battle behind them, 1517 01:05:38,330 --> 01:05:41,210 Sega and Nintendo were now free to start beating each other up 1518 01:05:41,210 --> 01:05:43,220 in the marketplace again. 1519 01:05:43,220 --> 01:05:45,950 Sega fired the first volley by announcing their plan 1520 01:05:45,950 --> 01:05:47,390 to launch a new home system called 1521 01:05:47,390 --> 01:05:49,700 the Saturn, which would operate exclusively 1522 01:05:49,700 --> 01:05:51,289 from a CD-ROM drive. 1523 01:05:51,289 --> 01:05:53,330 - Nintendo said, well, if they're going to do it, 1524 01:05:53,330 --> 01:05:54,410 we've got to do it. 1525 01:05:54,410 --> 01:05:57,260 So Nintendo partnered with Sony and they 1526 01:05:57,260 --> 01:06:01,640 created a CD player for the Super Nintendo 1527 01:06:01,640 --> 01:06:03,710 called the PlayStation. 1528 01:06:03,710 --> 01:06:06,560 Only then, Nintendo decided, you know what, 1529 01:06:06,560 --> 01:06:08,990 we don't trust Sony very much. 1530 01:06:08,990 --> 01:06:10,700 And they partnered up with Phillips. 1531 01:06:10,700 --> 01:06:12,880 They left Sony standing at the altar. 1532 01:06:12,880 --> 01:06:15,380 TONY HAWK: And as anyone who's been left at the altar knows, 1533 01:06:15,380 --> 01:06:16,591 revenge can be sweet. 1534 01:06:16,591 --> 01:06:19,240 1535 01:06:19,240 --> 01:06:22,140 Nintendo's and Phillip's plans for a CD-ROM system 1536 01:06:22,140 --> 01:06:25,890 began to fall apart and consumer electronics giant Sony 1537 01:06:25,890 --> 01:06:28,260 decided they could make it in the video game industry 1538 01:06:28,260 --> 01:06:29,542 all by themselves. 1539 01:06:29,542 --> 01:06:31,500 - They kept the name PlayStation, which I think 1540 01:06:31,500 --> 01:06:33,690 was a real thumbing of the nose at Nintendo. 1541 01:06:33,690 --> 01:06:35,430 - Everybody knows Sony is a company that 1542 01:06:35,430 --> 01:06:37,620 makes Walkmans and electronics. 1543 01:06:37,620 --> 01:06:39,450 And then gradually, over time, consumers 1544 01:06:39,450 --> 01:06:42,060 have accepted that Sony represents really good quality 1545 01:06:42,060 --> 01:06:42,940 stuff. 1546 01:06:42,940 --> 01:06:44,726 It was a natural progression. 1547 01:06:44,726 --> 01:06:47,100 And then with the PlayStation, they just dropped the bomb 1548 01:06:47,100 --> 01:06:48,798 and it was incredibly. 1549 01:06:48,798 --> 01:06:53,280 1550 01:06:53,280 --> 01:06:55,340 TONY HAWK: The Sony PlayStation hit the shelves 1551 01:06:55,340 --> 01:06:57,950 in September, 1995 and immediately left 1552 01:06:57,950 --> 01:07:02,200 Sega's new system, the Saturn, in the dust. 1553 01:07:02,200 --> 01:07:05,742 - Technologically, you could tell that the Saturn way 1554 01:07:05,742 --> 01:07:06,700 behind the PlayStation. 1555 01:07:06,700 --> 01:07:09,240 The PlayStation handled 3D. 1556 01:07:09,240 --> 01:07:11,530 All of a sudden, there was no competition, 1557 01:07:11,530 --> 01:07:14,470 because here's Sony, they've got a better unit, 1558 01:07:14,470 --> 01:07:19,070 the unit is $100 cheaper and they've got all the games. 1559 01:07:19,070 --> 01:07:20,939 You can't compete with something like that. 1560 01:07:20,939 --> 01:07:22,480 TONY HAWK: Especially when Lara Croft 1561 01:07:22,480 --> 01:07:25,520 was playing on their team. 1562 01:07:25,520 --> 01:07:28,080 - Thank you. 1563 01:07:28,080 --> 01:07:31,020 TONY HAWK: When Tomb Raider first came out in 1996, 1564 01:07:31,020 --> 01:07:34,200 it was only available for the PlayStation. 1565 01:07:34,200 --> 01:07:38,040 - You had not only a female lead character, but a sexy one, who 1566 01:07:38,040 --> 01:07:40,349 had big boobs and short shorts. 1567 01:07:40,349 --> 01:07:42,890 She became really popular and the game itself was incredible. 1568 01:07:42,890 --> 01:07:44,640 So Tomb Raider was one of the key games 1569 01:07:44,640 --> 01:07:48,035 that helped make PlayStation. 1570 01:07:48,035 --> 01:07:49,410 TONY HAWK: Two of the other games 1571 01:07:49,410 --> 01:07:51,201 that helped push the PlayStation to success 1572 01:07:51,201 --> 01:07:56,190 were a fighting game called Tekken and Crash Bandicoot. 1573 01:07:56,190 --> 01:07:59,130 Crash did for Sony when Mario and Sonic 1574 01:07:59,130 --> 01:08:00,900 had done for their competitors. 1575 01:08:00,900 --> 01:08:03,367 And the character became sort of an unofficial PlayStation 1576 01:08:03,367 --> 01:08:03,867 mascot. 1577 01:08:03,867 --> 01:08:07,290 1578 01:08:07,290 --> 01:08:10,140 Sega just couldn't compete with the might of Sony. 1579 01:08:10,140 --> 01:08:14,310 In 1999, Sega launched another console, the Dreamcast. 1580 01:08:14,310 --> 01:08:16,710 It bombed. 1581 01:08:16,710 --> 01:08:19,040 Sega quietly dropped out of the console market 1582 01:08:19,040 --> 01:08:22,540 to concentrate on game development. 1583 01:08:22,540 --> 01:08:24,510 Sony planned to follow up the PlayStation 1584 01:08:24,510 --> 01:08:26,850 with the PlayStation 2, which would 1585 01:08:26,850 --> 01:08:31,590 be more of a multimedia machine, able to play CD music and DVD 1586 01:08:31,590 --> 01:08:33,611 movies. 1587 01:08:33,611 --> 01:08:35,310 But just when it looked like Nintendo 1588 01:08:35,310 --> 01:08:37,710 would be the only competition, a Seattle 1589 01:08:37,710 --> 01:08:41,410 based company decided it was time to get into the business. 1590 01:08:41,410 --> 01:08:45,090 Oh, and that company was just about the biggest in the US-- 1591 01:08:45,090 --> 01:08:46,992 Microsoft. 1592 01:08:46,992 --> 01:08:48,450 - There are a lot of people saying, 1593 01:08:48,450 --> 01:08:51,600 Sony is going to replace the PC with PS2. 1594 01:08:51,600 --> 01:08:56,069 It occurred to me that the only way to really counter 1595 01:08:56,069 --> 01:08:58,439 that would be to make a dedicated device, 1596 01:08:58,439 --> 01:09:01,590 to make your game console. 1597 01:09:01,590 --> 01:09:04,140 TONY HAWK: But Microsoft was all about software 1598 01:09:04,140 --> 01:09:06,450 and had trouble convincing people in the game business 1599 01:09:06,450 --> 01:09:08,529 that they knew what they were doing. 1600 01:09:08,529 --> 01:09:11,430 - And we had about six months of not being taken seriously, 1601 01:09:11,430 --> 01:09:14,432 because I would show up or some other guys would show up 1602 01:09:14,432 --> 01:09:15,890 and say, hey, we're from Microsoft. 1603 01:09:15,890 --> 01:09:18,620 We're making a game console that will compete with Sony now. 1604 01:09:18,620 --> 01:09:19,770 That's a hard thing to say. 1605 01:09:19,770 --> 01:09:21,685 That's like saying, we're from the government, 1606 01:09:21,685 --> 01:09:23,162 we're here to help. 1607 01:09:23,162 --> 01:09:27,979 [MUSIC PLAYING] 1608 01:09:27,979 --> 01:09:29,770 TONY HAWK: But it turned out that Microsoft 1609 01:09:29,770 --> 01:09:31,122 did know what they were doing. 1610 01:09:31,122 --> 01:09:34,529 CROWD: 4, 3, 2, 1. 1611 01:09:34,529 --> 01:09:36,430 [CHEERING] 1612 01:09:36,430 --> 01:09:38,270 TONY HAWK: They even got the hardware was 1613 01:09:38,270 --> 01:09:41,350 useless without killer games. 1614 01:09:41,350 --> 01:09:44,939 When the software giant released the Xbox in 2001, 1615 01:09:44,939 --> 01:09:48,720 they had an exclusive on first person shooter-- 1616 01:09:48,720 --> 01:09:50,524 Halo. 1617 01:09:50,524 --> 01:09:52,832 - You look at that successful console launches 1618 01:09:52,832 --> 01:09:54,290 and you'll see, the console becomes 1619 01:09:54,290 --> 01:09:56,190 a player for the popular game. 1620 01:09:56,190 --> 01:09:57,560 The Xbox became the Halo player. 1621 01:09:57,560 --> 01:10:01,250 Yes, this black device with the green circle on it plays Halo. 1622 01:10:01,250 --> 01:10:04,130 - Halo was a big hit, because the critics loved it, 1623 01:10:04,130 --> 01:10:06,300 then the hardcore gamers really picked up on it, 1624 01:10:06,300 --> 01:10:07,550 and then word of mouth spread. 1625 01:10:07,550 --> 01:10:09,837 1626 01:10:09,837 --> 01:10:12,170 TONY HAWK: Microsoft might have established their gaming 1627 01:10:12,170 --> 01:10:15,110 credentials, but along with Nintendo's new mini-disc 1628 01:10:15,110 --> 01:10:15,740 system-- 1629 01:10:15,740 --> 01:10:18,830 the Game Cube-- the Xbox was still chasing the market 1630 01:10:18,830 --> 01:10:19,700 leader-- 1631 01:10:19,700 --> 01:10:22,460 Sony's PlayStation 2. 1632 01:10:22,460 --> 01:10:24,460 Now, some of the biggest multimedia corporations 1633 01:10:24,460 --> 01:10:26,584 in the world were gaining control of the video game 1634 01:10:26,584 --> 01:10:27,110 industry. 1635 01:10:27,110 --> 01:10:28,970 Real proof that there were big bucks to be made 1636 01:10:28,970 --> 01:10:31,595 and that video games were now a major part of the entertainment 1637 01:10:31,595 --> 01:10:32,450 business. 1638 01:10:32,450 --> 01:10:34,520 And as entertainers, the game designers 1639 01:10:34,520 --> 01:10:36,328 would have to keep the hits coming. 1640 01:10:36,328 --> 01:10:40,600 [MUSIC PLAYING] 1641 01:10:40,600 --> 01:10:43,330 Games today have gone way past the run, jump and shoot 1642 01:10:43,330 --> 01:10:45,040 basics of the early titles. 1643 01:10:45,040 --> 01:10:47,800 Instead of blowing up aliens and aiming for high scores, 1644 01:10:47,800 --> 01:10:50,410 gamers are looking for a more realistic, immersive and 1645 01:10:50,410 --> 01:10:52,090 open-ended experience. 1646 01:10:52,090 --> 01:10:54,070 And the gaming audience is changing too. 1647 01:10:54,070 --> 01:10:55,870 Boys, girls, men, women-- 1648 01:10:55,870 --> 01:10:58,060 they're all getting into games big time. 1649 01:10:58,060 --> 01:11:00,670 Whether it's attempting to cubed a 900 on a skateboard 1650 01:11:00,670 --> 01:11:03,160 from the safety of your couch, or deciding 1651 01:11:03,160 --> 01:11:08,230 how much to tax the residents of your very own virtual city. 1652 01:11:08,230 --> 01:11:10,720 Back in the late '80s, Will Wright, a young programmer 1653 01:11:10,720 --> 01:11:12,730 and hardcore gamer was fascinated by how 1654 01:11:12,730 --> 01:11:14,470 cities and societies work. 1655 01:11:14,470 --> 01:11:16,720 Urban planning might not sound like the next hot thing 1656 01:11:16,720 --> 01:11:18,136 in entertainment, but Will thought 1657 01:11:18,136 --> 01:11:21,620 it was a great idea for a game. 1658 01:11:21,620 --> 01:11:23,530 - Well, Sim City was basically a game 1659 01:11:23,530 --> 01:11:25,019 where you're designing a city. 1660 01:11:25,019 --> 01:11:26,810 It's almost like a paint program in a way-- 1661 01:11:26,810 --> 01:11:29,440 you have a pallet of parts, but the parts in this case 1662 01:11:29,440 --> 01:11:32,810 are things like roads or industrial zones or schools. 1663 01:11:32,810 --> 01:11:34,390 And as you paint, things happen. 1664 01:11:34,390 --> 01:11:36,970 People start building houses, traffic appears on the roads, 1665 01:11:36,970 --> 01:11:39,460 there's pollution, there's crime. 1666 01:11:39,460 --> 01:11:40,540 So we released in '89. 1667 01:11:40,540 --> 01:11:42,960 It was a very different sort of game at the time. 1668 01:11:42,960 --> 01:11:45,670 At that time, still most games were very action oriented, 1669 01:11:45,670 --> 01:11:47,380 very clear goals. 1670 01:11:47,380 --> 01:11:50,110 And at first, we were having a hard time getting anybody 1671 01:11:50,110 --> 01:11:51,670 to even play it. 1672 01:11:51,670 --> 01:11:53,440 TONY HAWK: Until a rave review in Newsweek 1673 01:11:53,440 --> 01:11:56,620 put Sim City on the map and sent sales of the game 1674 01:11:56,620 --> 01:11:58,080 through the roof. 1675 01:11:58,080 --> 01:12:00,070 And a new gaming franchise was born. 1676 01:12:00,070 --> 01:12:04,030 1677 01:12:04,030 --> 01:12:07,030 But the big payday came when Will applied his simulation 1678 01:12:07,030 --> 01:12:10,990 concepts to the human form. 1679 01:12:10,990 --> 01:12:13,630 When the Sims debuted in February of 2000, 1680 01:12:13,630 --> 01:12:16,270 players can now build simulations of actual people 1681 01:12:16,270 --> 01:12:17,610 and run their lives. 1682 01:12:17,610 --> 01:12:19,400 - It's effectively a dollhouse where 1683 01:12:19,400 --> 01:12:20,750 you get to a virtual life. 1684 01:12:20,750 --> 01:12:22,330 And it's really fun to play. 1685 01:12:22,330 --> 01:12:25,770 I think it's one of the most innovative games ever made. 1686 01:12:25,770 --> 01:12:27,977 - The Sims is one of the games that my daughter 1687 01:12:27,977 --> 01:12:30,310 will play, it's one of the games that my wife will play. 1688 01:12:30,310 --> 01:12:34,767 Sims is one that they're immediately drawn to. 1689 01:12:34,767 --> 01:12:37,100 TONY HAWK: Will Wright wasn't the only one giving gamers 1690 01:12:37,100 --> 01:12:38,710 the power to build their own world. 1691 01:12:38,710 --> 01:12:42,460 5,000 miles east of Silicon Valley, in England to be exact, 1692 01:12:42,460 --> 01:12:44,590 British designer Peter Molyneux also 1693 01:12:44,590 --> 01:12:46,365 had a new take on game play. 1694 01:12:46,365 --> 01:12:48,070 - Instead of playing a hero, or instead 1695 01:12:48,070 --> 01:12:50,980 of playing a character, or a plumber, or a hedgehog, 1696 01:12:50,980 --> 01:12:52,665 why don't you play a god. 1697 01:12:52,665 --> 01:12:57,490 That's the most powerful thing that you could possibly be. 1698 01:12:57,490 --> 01:12:59,290 TONY HAWK: Molyneux's game, Populace 1699 01:12:59,290 --> 01:13:01,840 sold over 4 million copies and gave birth 1700 01:13:01,840 --> 01:13:04,190 to a new genre, the god game. 1701 01:13:04,190 --> 01:13:07,750 - Rather than actually controlling a single character 1702 01:13:07,750 --> 01:13:09,520 with your godly powers, your influence 1703 01:13:09,520 --> 01:13:11,650 lots of little characters. 1704 01:13:11,650 --> 01:13:13,210 - Just as when you were little kids 1705 01:13:13,210 --> 01:13:15,100 and you were setting up your GI Joe's 1706 01:13:15,100 --> 01:13:16,870 in the sandbox or whatever, you're 1707 01:13:16,870 --> 01:13:21,000 doing the same thing now, but with digital toys. 1708 01:13:21,000 --> 01:13:23,119 TONY HAWK: If some gamers got juiced being God, 1709 01:13:23,119 --> 01:13:24,910 others wanted to get their kicks by playing 1710 01:13:24,910 --> 01:13:27,940 with a bunch of friends inside the virtual world of a game. 1711 01:13:27,940 --> 01:13:30,130 When the internet exploded in the '90s, 1712 01:13:30,130 --> 01:13:32,621 technology was able to deliver their fantasy. 1713 01:13:32,621 --> 01:13:34,870 One of the first games to really hook into the concept 1714 01:13:34,870 --> 01:13:42,060 was Carmack and Romero's 1996 follow up to Doom, Quake. 1715 01:13:42,060 --> 01:13:46,650 - Quake enabled 16 people to play over the internet. 1716 01:13:46,650 --> 01:13:49,960 And that really just blew it open. 1717 01:13:49,960 --> 01:13:52,740 There started to be teams of gamers 1718 01:13:52,740 --> 01:13:54,354 and they called themselves clans. 1719 01:13:54,354 --> 01:13:55,020 - All right, go. 1720 01:13:55,020 --> 01:13:55,830 - Go now. 1721 01:13:55,830 --> 01:13:57,690 - I just wake up in the morning and can't 1722 01:13:57,690 --> 01:14:00,630 wait to go hope on the game and see who's there 1723 01:14:00,630 --> 01:14:06,390 or say hi or pop in and go kill people. 1724 01:14:06,390 --> 01:14:09,180 [MUSIC PLAYING] 1725 01:14:09,180 --> 01:14:10,680 TONY HAWK: Not exactly the usual way 1726 01:14:10,680 --> 01:14:12,480 to win friends and influence people. 1727 01:14:12,480 --> 01:14:14,760 Within months of Quake's release, some of the clans 1728 01:14:14,760 --> 01:14:20,230 decided to have a get together, so they can meet face to face. 1729 01:14:20,230 --> 01:14:22,740 - QuakeCon is really a grassroots event. 1730 01:14:22,740 --> 01:14:26,010 It was about 50 guys that wanted to get together, 1731 01:14:26,010 --> 01:14:27,880 because they met online, and thought, well, 1732 01:14:27,880 --> 01:14:29,650 we'll just do it in Texas. 1733 01:14:29,650 --> 01:14:30,800 And it just grew. 1734 01:14:30,800 --> 01:14:33,250 - This has become a yearly vacation. 1735 01:14:33,250 --> 01:14:36,300 It's my time to just have fun, stay up late, 1736 01:14:36,300 --> 01:14:40,695 sleep late, meet people I play against online. 1737 01:14:40,695 --> 01:14:42,930 - We're in a senior gaming league 1738 01:14:42,930 --> 01:14:45,180 and we have our own competition. 1739 01:14:45,180 --> 01:14:48,840 Anyone over the age of 35 can play. 1740 01:14:48,840 --> 01:14:50,160 I just have fun. 1741 01:14:50,160 --> 01:14:54,210 - We came out here to meet our fellow teammates that we play 1742 01:14:54,210 --> 01:14:55,200 on-- it's NADs-- 1743 01:14:55,200 --> 01:14:56,510 North American Destroyers. 1744 01:14:56,510 --> 01:14:59,580 And our NADs set up a group for the younger children. 1745 01:14:59,580 --> 01:15:01,280 We call them NITs-- 1746 01:15:01,280 --> 01:15:02,100 NADS In Training. 1747 01:15:02,100 --> 01:15:05,120 1748 01:15:05,120 --> 01:15:07,490 TONY HAWK: Seven years on from their first fan fest, 1749 01:15:07,490 --> 01:15:11,270 QuakeCon attracts over 5,000 players every summer. 1750 01:15:11,270 --> 01:15:15,200 Texas in August, they've got to love Quake. 1751 01:15:15,200 --> 01:15:16,700 It seemed people couldn't get enough 1752 01:15:16,700 --> 01:15:18,050 of playing in big groups. 1753 01:15:18,050 --> 01:15:20,150 So game designers started coming up with games 1754 01:15:20,150 --> 01:15:23,570 that thousands of computer gamers could play online. 1755 01:15:23,570 --> 01:15:27,800 - But when you go from 16 or 8 or 32 people to thousands, 1756 01:15:27,800 --> 01:15:30,200 it's massively multi-player. 1757 01:15:30,200 --> 01:15:31,970 A massively multi-player game is where 1758 01:15:31,970 --> 01:15:34,430 you are running the game on your PC 1759 01:15:34,430 --> 01:15:37,570 and thousands of other people are connecting to the server. 1760 01:15:37,570 --> 01:15:40,220 And that connection is allowing you to interact with the game 1761 01:15:40,220 --> 01:15:42,730 and communicate with others. 1762 01:15:42,730 --> 01:15:46,430 TONY HAWK: Hot titles included Ultima Online, Lineage 1763 01:15:46,430 --> 01:15:49,820 and Everquest-- the brainchild of John Smedley. 1764 01:15:49,820 --> 01:15:52,970 In 1999, he persuaded Sony to create a whole new customer 1765 01:15:52,970 --> 01:15:56,870 service online so that 30,000 people could play at once. 1766 01:15:56,870 --> 01:15:59,040 - We make a world for people to play in. 1767 01:15:59,040 --> 01:16:01,130 On Everquest, we have a 60 person team 1768 01:16:01,130 --> 01:16:05,340 that does nothing but make this world unique every day. 1769 01:16:05,340 --> 01:16:08,250 So when they come into work, they're changing creatures, 1770 01:16:08,250 --> 01:16:10,400 they're adding new quests, they're 1771 01:16:10,400 --> 01:16:12,650 looking at what the players have done and saying, 1772 01:16:12,650 --> 01:16:14,990 OK, that's a little too easy for them, let's tweak that, 1773 01:16:14,990 --> 01:16:17,070 or maybe that's too hard. 1774 01:16:17,070 --> 01:16:20,650 - There are dragons and orcs and fairies and giants 1775 01:16:20,650 --> 01:16:23,060 and all sorts of creatures. 1776 01:16:23,060 --> 01:16:25,640 And it's supposed to be a virtual world to the extent 1777 01:16:25,640 --> 01:16:30,611 that, whether you're logged on or not, the world keeps going. 1778 01:16:30,611 --> 01:16:32,860 TONY HAWK: So much for the stereotype of a nerdy gamer 1779 01:16:32,860 --> 01:16:35,300 playing on his own. 1780 01:16:35,300 --> 01:16:38,110 Now gamers, including women, were joining forces 1781 01:16:38,110 --> 01:16:41,740 to take on the challenges of Everquest. 1782 01:16:41,740 --> 01:16:44,020 - Women are really into forming relationships. 1783 01:16:44,020 --> 01:16:45,550 And so women do go to these worlds. 1784 01:16:45,550 --> 01:16:48,670 You often find that they become community leaders. 1785 01:16:48,670 --> 01:16:53,119 They become the center of a social group. 1786 01:16:53,119 --> 01:16:54,910 TONY HAWK: Soon millions of computer gamers 1787 01:16:54,910 --> 01:16:57,190 around the world we're logging on to massively 1788 01:16:57,190 --> 01:16:58,350 multi-player games. 1789 01:16:58,350 --> 01:17:01,750 1790 01:17:01,750 --> 01:17:05,314 PlayStation and Xbox jumped on the bandwagon in 2002 1791 01:17:05,314 --> 01:17:06,730 when they made the latest versions 1792 01:17:06,730 --> 01:17:09,100 of their consoles internet friendly. 1793 01:17:09,100 --> 01:17:12,160 - The console online scheme is really 1794 01:17:12,160 --> 01:17:14,276 just a response to the PC. 1795 01:17:14,276 --> 01:17:16,150 They're looking at what's happening on the PC 1796 01:17:16,150 --> 01:17:17,816 and saying, well, we can do that too. 1797 01:17:17,816 --> 01:17:20,200 - If the game is entertaining and you put it online 1798 01:17:20,200 --> 01:17:22,490 and it's entertaining online, then it's awesome. 1799 01:17:22,490 --> 01:17:24,022 It's entertainment squared. 1800 01:17:24,022 --> 01:17:25,730 If it's a bad game and you put it online, 1801 01:17:25,730 --> 01:17:28,396 you're just spreading the misery around in a more efficient way. 1802 01:17:28,396 --> 01:17:31,644 1803 01:17:31,644 --> 01:17:33,310 TONY HAWK: You probably won't believe it 1804 01:17:33,310 --> 01:17:36,560 when we tell you this, but not everyone plays games for fun. 1805 01:17:36,560 --> 01:17:38,710 Remember how back in 1980, the US Army 1806 01:17:38,710 --> 01:17:40,480 ordered a special version of Battlezone 1807 01:17:40,480 --> 01:17:42,880 from Atari to train the troops? 1808 01:17:42,880 --> 01:17:45,130 The Marines even had their own version of Doom 1809 01:17:45,130 --> 01:17:49,400 in 1994 to teach teamwork skills. 1810 01:17:49,400 --> 01:17:52,660 21st century army recruits are tech savvy and into video 1811 01:17:52,660 --> 01:17:55,460 games big time. 1812 01:17:55,460 --> 01:17:56,930 So it made sense for the military 1813 01:17:56,930 --> 01:17:58,610 to tap into all that expertise. 1814 01:17:58,610 --> 01:18:01,970 - With these kids playing 13 hours, 20 hours a week-- 1815 01:18:01,970 --> 01:18:03,030 video games-- 1816 01:18:03,030 --> 01:18:05,169 these thumbs are very agile, they know joysticks, 1817 01:18:05,169 --> 01:18:05,960 they know triggers. 1818 01:18:05,960 --> 01:18:08,450 And they said, let's just make our interfaces like that 1819 01:18:08,450 --> 01:18:10,160 and we're already over the first hurdle 1820 01:18:10,160 --> 01:18:13,685 in getting them to kind of feel comfortable in these systems. 1821 01:18:13,685 --> 01:18:15,470 TONY HAWK: In 2002, the army gave away 1822 01:18:15,470 --> 01:18:19,220 a game called America's Army to the American public. 1823 01:18:19,220 --> 01:18:24,240 Intended to test wannabe GIs, it turned into a smash hit. 1824 01:18:24,240 --> 01:18:26,640 Then they drafted Pandemic Studios 1825 01:18:26,640 --> 01:18:28,110 onto a top secret project. 1826 01:18:28,110 --> 01:18:31,070 1827 01:18:31,070 --> 01:18:33,830 They wanted a game that would get recruits ready for combat 1828 01:18:33,830 --> 01:18:36,230 without putting them at risk. 1829 01:18:36,230 --> 01:18:37,730 Full Spectrum Warrior. 1830 01:18:37,730 --> 01:18:39,890 - It's not a war game where you are 1831 01:18:39,890 --> 01:18:42,110 running around and celebrating the fact 1832 01:18:42,110 --> 01:18:43,370 that you're killing people. 1833 01:18:43,370 --> 01:18:45,590 Your goal is to advance to a certain location 1834 01:18:45,590 --> 01:18:49,400 or secure something to make sure your men are safe. 1835 01:18:49,400 --> 01:18:52,952 It's a very different take on other military games. 1836 01:18:52,952 --> 01:18:54,410 TONY HAWK: The army also had a plan 1837 01:18:54,410 --> 01:19:00,200 to create a retail version of Full Spectrum Warrior. 1838 01:19:00,200 --> 01:19:02,540 Of course, the GI Joe game needed a few tweaks 1839 01:19:02,540 --> 01:19:04,220 to make it play for a general public. 1840 01:19:04,220 --> 01:19:06,860 - The army product was made for sergeants who are already fully 1841 01:19:06,860 --> 01:19:08,147 trained, years of experience. 1842 01:19:08,147 --> 01:19:10,730 We couldn't make that assumption with the average game player. 1843 01:19:10,730 --> 01:19:14,540 So it's up to us to teach as you play all of the Army tactics 1844 01:19:14,540 --> 01:19:16,370 that the soldiers had spent years learning. 1845 01:19:16,370 --> 01:19:18,770 - It's a design challenge, because we're moving away 1846 01:19:18,770 --> 01:19:21,110 from the sim into the purely entertainment 1847 01:19:21,110 --> 01:19:23,100 aspect of the game. 1848 01:19:23,100 --> 01:19:24,890 So we were trying to find creative ways 1849 01:19:24,890 --> 01:19:28,160 to keep it authentic, but also keep the pace going. 1850 01:19:28,160 --> 01:19:33,120 Keep you moving forward, get the action level up a bit. 1851 01:19:33,120 --> 01:19:35,902 [MUSIC PLAYING] 1852 01:19:35,902 --> 01:19:37,610 TONY HAWK: Playing the commercial version 1853 01:19:37,610 --> 01:19:39,320 might just be one of the best recruiting 1854 01:19:39,320 --> 01:19:42,130 tools the Army could dream up. 1855 01:19:42,130 --> 01:19:45,060 - Video games actively improve your hand eye coordination 1856 01:19:45,060 --> 01:19:47,240 and can train you directly in things that 1857 01:19:47,240 --> 01:19:48,532 are relevant to the military. 1858 01:19:48,532 --> 01:19:50,240 They're planting those seeds in your head 1859 01:19:50,240 --> 01:19:51,323 when you're really young-- 1860 01:19:51,323 --> 01:19:53,110 hey, you want to be a super soldier, 1861 01:19:53,110 --> 01:19:55,700 or to play games-- the Army is the place to go. 1862 01:19:55,700 --> 01:19:57,822 1863 01:19:57,822 --> 01:20:00,280 TONY HAWK: It's pretty ironic that the same government that 1864 01:20:00,280 --> 01:20:02,150 a few years ago hammered the video game 1865 01:20:02,150 --> 01:20:03,830 industry for damaging young minds 1866 01:20:03,830 --> 01:20:06,065 and is now using the same tools to hook and train 1867 01:20:06,065 --> 01:20:08,830 their raw recruits. 1868 01:20:08,830 --> 01:20:11,150 The video game industry is still full of surprises. 1869 01:20:11,150 --> 01:20:13,316 And now the biggest surprises are not just the games 1870 01:20:13,316 --> 01:20:16,160 themselves, but who's playing, how many billions of dollars 1871 01:20:16,160 --> 01:20:19,609 are involved and who wants to be part of the action. 1872 01:20:19,609 --> 01:20:22,990 [MUSIC PLAYING] 1873 01:20:22,990 --> 01:20:25,860 So video games have been with us since the 1970s, 1874 01:20:25,860 --> 01:20:27,750 moving from arcades to home consoles 1875 01:20:27,750 --> 01:20:30,127 to handhelds and cell phones like this. 1876 01:20:30,127 --> 01:20:31,710 They've become essential entertainment 1877 01:20:31,710 --> 01:20:32,800 for a whole generation. 1878 01:20:32,800 --> 01:20:35,877 And with gross revenues of over $20 billion a year, 1879 01:20:35,877 --> 01:20:37,710 the video game industry is making more money 1880 01:20:37,710 --> 01:20:39,330 than the movie business. 1881 01:20:39,330 --> 01:20:42,300 But they also continue to be a lightning rod for controversy. 1882 01:20:42,300 --> 01:20:44,022 Anytime there's trouble in society, 1883 01:20:44,022 --> 01:20:45,980 video games still get a big chunk of the blame. 1884 01:20:45,980 --> 01:20:49,460 1885 01:20:49,460 --> 01:20:53,510 In 1999, two students went on a horrific shooting spree 1886 01:20:53,510 --> 01:20:55,480 at their school and Columbine. 1887 01:20:55,480 --> 01:20:58,670 And as society searched for a reason, 1888 01:20:58,670 --> 01:21:02,357 people began to blame video games. 1889 01:21:02,357 --> 01:21:04,190 - There was a videotape, much later I think, 1890 01:21:04,190 --> 01:21:07,430 released of Eric Harris talking about how 1891 01:21:07,430 --> 01:21:10,100 shooting up a high school saying it would be just like Doom. 1892 01:21:10,100 --> 01:21:13,489 And the press ran with it. 1893 01:21:13,489 --> 01:21:15,030 - They just said, you know what, this 1894 01:21:15,030 --> 01:21:16,750 is bad for America's morality. 1895 01:21:16,750 --> 01:21:18,760 It's corrupting kids and it's causing kids 1896 01:21:18,760 --> 01:21:20,650 to do all sorts of bad things, when there's 1897 01:21:20,650 --> 01:21:23,590 quite a bunch of problems making kids do bad things nowadays. 1898 01:21:23,590 --> 01:21:26,856 - There's no correlation between video games and human violence. 1899 01:21:26,856 --> 01:21:28,480 Human violence has always been with us. 1900 01:21:28,480 --> 01:21:30,970 We're in a society where politicians 1901 01:21:30,970 --> 01:21:34,000 and the special interest groups pick on the new media. 1902 01:21:34,000 --> 01:21:37,300 It just underscores the fact that it's not about video games 1903 01:21:37,300 --> 01:21:39,075 at all. 1904 01:21:39,075 --> 01:21:40,450 TONY HAWK: And with recent titles 1905 01:21:40,450 --> 01:21:43,240 like Max Pain and the Grand Theft Auto series, 1906 01:21:43,240 --> 01:21:45,640 the controversy continues. 1907 01:21:45,640 --> 01:21:47,410 Who knows if it will ever end. 1908 01:21:47,410 --> 01:21:51,730 1909 01:21:51,730 --> 01:21:56,530 In 2004, 145 million Americans are playing video games. 1910 01:21:56,530 --> 01:21:58,630 That's more than half of us. 1911 01:21:58,630 --> 01:22:00,520 And they're not all lonely teenage kids 1912 01:22:00,520 --> 01:22:04,385 sitting in a dark room playing for hours on end. 1913 01:22:04,385 --> 01:22:06,760 - People still have this idea, particularly in the United 1914 01:22:06,760 --> 01:22:10,580 States, that games are something for a 14-year-old skater 1915 01:22:10,580 --> 01:22:13,080 criminals to do to avoid doing their homework. 1916 01:22:13,080 --> 01:22:16,790 And when you point out that the middle of our demographic is 1917 01:22:16,790 --> 01:22:19,210 the 26-year-old with a lot of expendable income-- 1918 01:22:19,210 --> 01:22:20,860 is probably professional-- 1919 01:22:20,860 --> 01:22:24,040 they just refuse to believe it. 1920 01:22:24,040 --> 01:22:25,840 - The female gaming population is actually 1921 01:22:25,840 --> 01:22:29,050 the quickest growing segment of the video game business. 1922 01:22:29,050 --> 01:22:33,130 - Almost every girl my age has played a game in her life 1923 01:22:33,130 --> 01:22:36,910 and would not call herself a gamer, but is. 1924 01:22:36,910 --> 01:22:39,690 TONY HAWK: Now 28% of video gamers are women. 1925 01:22:39,690 --> 01:22:42,550 And for PC players, the numbers are even higher-- 1926 01:22:42,550 --> 01:22:43,050 41%. 1927 01:22:43,050 --> 01:22:45,710 1928 01:22:45,710 --> 01:22:48,170 With such a diverse audience, the industry 1929 01:22:48,170 --> 01:22:50,730 has to use every available resource to keep them hooked. 1930 01:22:50,730 --> 01:22:53,840 1931 01:22:53,840 --> 01:22:56,690 Thanks to the mega processing power of 21st century 1932 01:22:56,690 --> 01:22:59,420 computers, programmers have been able to develop 1933 01:22:59,420 --> 01:23:01,820 artificial intelligence, which means 1934 01:23:01,820 --> 01:23:03,830 that non-player characters in games 1935 01:23:03,830 --> 01:23:07,046 can apparently think for themselves. 1936 01:23:07,046 --> 01:23:09,110 - What artificial intelligence should do 1937 01:23:09,110 --> 01:23:14,260 is look at what you, a player, enjoy, and what you, a player, 1938 01:23:14,260 --> 01:23:17,440 doesn't enjoy and adapt the game accordingly. 1939 01:23:17,440 --> 01:23:19,580 Not only adapt the challenges you 1940 01:23:19,580 --> 01:23:22,940 face, the opponents you face, but adapt the storyline, 1941 01:23:22,940 --> 01:23:26,100 adapt the world itself. 1942 01:23:26,100 --> 01:23:29,970 Yes, ultimately, we could all be playing the same game, 1943 01:23:29,970 --> 01:23:33,190 but having a completely different experience. 1944 01:23:33,190 --> 01:23:36,870 [MUSIC PLAYING] 1945 01:23:36,870 --> 01:23:38,830 TONY HAWK: Sports games are still huge, 1946 01:23:38,830 --> 01:23:41,121 and they've kept up with the explosion of action sports 1947 01:23:41,121 --> 01:23:43,110 like snowboarding and BMX and a little thing 1948 01:23:43,110 --> 01:23:44,160 called skateboarding. 1949 01:23:44,160 --> 01:23:46,605 And there's some games here I can really recommend. 1950 01:23:46,605 --> 01:23:49,320 In the latest one called Tony Hawks Underground, 1951 01:23:49,320 --> 01:23:52,240 you could email a picture of yourself to Neversoft, download 1952 01:23:52,240 --> 01:23:55,380 from their server, you match up the points to your face 1953 01:23:55,380 --> 01:23:57,340 and you're in the game. 1954 01:23:57,340 --> 01:24:00,201 It's pretty cool if I say so myself. 1955 01:24:00,201 --> 01:24:02,130 - Whoa, not bad. 1956 01:24:02,130 --> 01:24:03,390 Where are you from? 1957 01:24:03,390 --> 01:24:06,187 - I came all the way down from New Jersey for the Tampa Am. 1958 01:24:06,187 --> 01:24:07,770 - Talk about a surprise attack, if you 1959 01:24:07,770 --> 01:24:09,228 stay on your board tomorrow, you'll 1960 01:24:09,228 --> 01:24:11,614 walk away with the contest. 1961 01:24:11,614 --> 01:24:13,530 TONY HAWK: Another method of customizing games 1962 01:24:13,530 --> 01:24:17,520 has been around since the early '90s when John Carmack and John 1963 01:24:17,520 --> 01:24:20,160 Romero put out software that let gamers make 1964 01:24:20,160 --> 01:24:22,260 their own versions of Doom. 1965 01:24:22,260 --> 01:24:24,960 Just like hot rodders personalizing their cars, 1966 01:24:24,960 --> 01:24:28,740 gamers could now modify or mod Doom, 1967 01:24:28,740 --> 01:24:32,040 bringing the gaming experience to a new and even more personal 1968 01:24:32,040 --> 01:24:32,560 level. 1969 01:24:32,560 --> 01:24:34,600 MAN: Game over man. 1970 01:24:34,600 --> 01:24:36,390 - I put out all the information out there 1971 01:24:36,390 --> 01:24:38,220 for how the sectors and line segments 1972 01:24:38,220 --> 01:24:40,790 and everything was organized. 1973 01:24:40,790 --> 01:24:43,360 So everyone had the information, they could write tools for. 1974 01:24:43,360 --> 01:24:45,860 And that was the start of the whole mod scene. 1975 01:24:45,860 --> 01:24:47,460 - Doom spawned this whole culture 1976 01:24:47,460 --> 01:24:50,460 of mod making, which was incredibly far 1977 01:24:50,460 --> 01:24:53,040 reaching and important, because it was really 1978 01:24:53,040 --> 01:24:55,868 weaning the next generation of game developers. 1979 01:24:55,868 --> 01:24:58,596 1980 01:24:58,596 --> 01:25:00,720 TONY HAWK: Check it out, the next wave of designers 1981 01:25:00,720 --> 01:25:04,200 can even go to school to learn how to create video games. 1982 01:25:04,200 --> 01:25:08,140 - For me, game design is design field, like architecture. 1983 01:25:08,140 --> 01:25:12,360 It should have courses, departments, whole schools 1984 01:25:12,360 --> 01:25:15,140 dedicated to it. 1985 01:25:15,140 --> 01:25:18,550 TONY HAWK: At schools like USC and the DigiPen Institute 1986 01:25:18,550 --> 01:25:21,640 of Technology in Seattle, a degree in game design 1987 01:25:21,640 --> 01:25:24,430 is more than just a workout for the thumbs. 1988 01:25:24,430 --> 01:25:26,170 - We want to teach people how to be 1989 01:25:26,170 --> 01:25:29,540 critical thinkers about this rich medium 1990 01:25:29,540 --> 01:25:33,960 that there isn't historically a lot of academic grounding too. 1991 01:25:33,960 --> 01:25:38,440 - We have the Faculty of Science and the Faculty of Fine Arts. 1992 01:25:38,440 --> 01:25:40,990 You may not have bargained for so much math. 1993 01:25:40,990 --> 01:25:43,039 You may not have bargained for so much physics. 1994 01:25:43,039 --> 01:25:44,830 You thought that if you played video games, 1995 01:25:44,830 --> 01:25:46,960 you were going to be good at it. 1996 01:25:46,960 --> 01:25:49,810 - Having more game related studies in the university 1997 01:25:49,810 --> 01:25:52,600 context is part of what needs to happen 1998 01:25:52,600 --> 01:25:55,890 for games to become a more mature pop cultural medium. 1999 01:25:55,890 --> 01:25:58,660 2000 01:25:58,660 --> 01:26:00,160 TONY HAWK: But future graduates will 2001 01:26:00,160 --> 01:26:02,410 have to be pretty determined, because none 2002 01:26:02,410 --> 01:26:06,520 of the video pioneers are going away anytime soon. 2003 01:26:06,520 --> 01:26:09,790 After 30 years in the business, Atari founder Nolan Bushnell 2004 01:26:09,790 --> 01:26:11,860 is still coming up with ideas. 2005 01:26:11,860 --> 01:26:14,650 His latest is called uWink Inc, touch 2006 01:26:14,650 --> 01:26:16,990 screen coin-operated games. 2007 01:26:16,990 --> 01:26:19,600 - We're generally in adult locations. 2008 01:26:19,600 --> 01:26:23,260 Simple games, a little bit Atari-esk, if you would. 2009 01:26:23,260 --> 01:26:27,310 Games that are well produced and operate for adults. 2010 01:26:27,310 --> 01:26:29,470 You can sit down, you play for a few minutes 2011 01:26:29,470 --> 01:26:31,620 and have a good time. 2012 01:26:31,620 --> 01:26:34,190 TONY HAWK: And Nolan's first company, Atari, 2013 01:26:34,190 --> 01:26:37,160 has changed hands a few times and hit rock bottom 2014 01:26:37,160 --> 01:26:39,560 more than once, but they've stormed back 2015 01:26:39,560 --> 01:26:43,010 with a slew of hit games like Enter The Matrix and Unreal 2016 01:26:43,010 --> 01:26:46,350 Tournament. 2017 01:26:46,350 --> 01:26:48,920 The rock star designers are also looking at new ways 2018 01:26:48,920 --> 01:26:51,210 to deliver great games to us. 2019 01:26:51,210 --> 01:26:53,000 Everyone's got a cell phone, right? 2020 01:26:53,000 --> 01:26:56,815 With a cell phone, you can play video games anytime, anywhere. 2021 01:26:56,815 --> 01:26:58,190 - Even though the handset may not 2022 01:26:58,190 --> 01:26:59,960 have a lot of computing power itself, 2023 01:26:59,960 --> 01:27:04,490 it's connected to an incredibly vast computer network. 2024 01:27:04,490 --> 01:27:08,560 - I saw that now mobile devices like PDAs 2025 01:27:08,560 --> 01:27:12,367 had the power to actually play games well on them. 2026 01:27:12,367 --> 01:27:14,450 That's always kind of going in the back of my mind 2027 01:27:14,450 --> 01:27:17,360 is, how can I do something else that I think would be a killer 2028 01:27:17,360 --> 01:27:18,950 app for this new platform. 2029 01:27:18,950 --> 01:27:20,450 TONY HAWK: With all those guys still 2030 01:27:20,450 --> 01:27:22,400 pushing the envelope and new designers 2031 01:27:22,400 --> 01:27:24,500 joining their ranks every day, we can't even 2032 01:27:24,500 --> 01:27:27,498 imagine what games are going to look like 10 years from now. 2033 01:27:27,498 --> 01:27:32,487 [MUSIC PLAYING] 2034 01:27:32,487 --> 01:27:34,670 In just a few short decades, video games 2035 01:27:34,670 --> 01:27:37,010 have led an entertainment revolution. 2036 01:27:37,010 --> 01:27:39,880 Movies, television, they haven't been the same since video games 2037 01:27:39,880 --> 01:27:41,030 arrived on the scene. 2038 01:27:41,030 --> 01:27:43,250 - There's a perception in the game industry 2039 01:27:43,250 --> 01:27:45,740 that games are in their infancy. 2040 01:27:45,740 --> 01:27:47,510 We've achieved a lot, but we're far 2041 01:27:47,510 --> 01:27:49,670 from where it's going to be. 2042 01:27:49,670 --> 01:27:52,070 - And more than that, they continue to massively impact 2043 01:27:52,070 --> 01:27:54,380 every aspect of our culture, influencing everything 2044 01:27:54,380 --> 01:27:57,220 from education to the military. 2045 01:27:57,220 --> 01:27:58,970 - People really do wonder, how can we play 2046 01:27:58,970 --> 01:28:00,380 that damn thing for 40 hours? 2047 01:28:00,380 --> 01:28:02,744 I mean, think about 40 hours a game. 2048 01:28:02,744 --> 01:28:04,910 It must be deep, it must be doing something for you. 2049 01:28:04,910 --> 01:28:07,368 So the emotional experience we have with games is something 2050 01:28:07,368 --> 01:28:08,624 everybody can have with games. 2051 01:28:08,624 --> 01:28:11,602 2052 01:28:11,602 --> 01:28:13,810 - As the debate over their violence and addictiveness 2053 01:28:13,810 --> 01:28:16,120 rages on, video games also continue 2054 01:28:16,120 --> 01:28:18,790 to drive the leading edge of computer technology, 2055 01:28:18,790 --> 01:28:21,190 opening players minds to new concepts of strategy 2056 01:28:21,190 --> 01:28:23,140 and tactical thinking and capturing 2057 01:28:23,140 --> 01:28:26,110 the attention of the world in bold and unexpected ways. 2058 01:28:26,110 --> 01:28:28,120 - In the next 20 years, the person 2059 01:28:28,120 --> 01:28:29,710 who is in the White House will have 2060 01:28:29,710 --> 01:28:31,900 played Super Mario Brothers. 2061 01:28:31,900 --> 01:28:33,700 And what will that mean for the way 2062 01:28:33,700 --> 01:28:35,560 that they think about policy or the way 2063 01:28:35,560 --> 01:28:38,020 they think about resource distribution or the way 2064 01:28:38,020 --> 01:28:41,830 they think about problem solving. 2065 01:28:41,830 --> 01:28:44,680 - People in their 30s who grew up playing this stuff 2066 01:28:44,680 --> 01:28:46,630 are now paying attention to it. 2067 01:28:46,630 --> 01:28:48,310 And we don't think twice about it. 2068 01:28:48,310 --> 01:28:50,660 And we don't think these games are just for kids. 2069 01:28:50,660 --> 01:28:54,400 We don't think these games are destroying the fabric of youth. 2070 01:28:54,400 --> 01:28:57,010 For us, it's just like music, it's just like TV, 2071 01:28:57,010 --> 01:28:58,510 is just like film. 2072 01:28:58,510 --> 01:28:59,260 It's part of life. 2073 01:28:59,260 --> 01:29:01,994 2074 01:29:01,994 --> 01:29:04,499 - And thanks to the vision of the guys behind the games, 2075 01:29:04,499 --> 01:29:06,790 there's a limit to where they'll take us in the future. 2076 01:29:06,790 --> 01:29:09,760 The video invasion is just beginning. 2077 01:29:09,760 --> 01:29:17,560 2078 01:29:17,560 --> 01:29:20,560 [OUTRO MUSIC PLAYING] 2079 01:29:20,560 --> 01:30:21,460 2080 01:30:21,460 --> 01:30:22,060 WOMAN: GSN. 2081 01:30:22,060 --> 01:30:23,610 GSN. 2082 01:30:23,610 --> 01:30:25,411