WEBVTT

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Hello, and welcome to episode number
one hundred and thirty five of the Cheese

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Stakes to Get Charis podcast presided by
fox PHL The Gambler, one of two

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point five FM fourteen eighty AM iHeartRadio
where wherever you get your podcasts, you

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can download this show and listen to
it. My name is Jason Finnelli and

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I am the Esports and Game Againstider
four fox PHL The Gambler, And after

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our special episode earlier this week with
Megacat Studios and those fine folks talking about

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Russell Quest, we have yet another
fun interview segment for you. This episode

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one major talk with one developer from
a game or sorry, the representative from

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another studio doing a really really cool
project that I am very excited to present

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to you right now, so today
on She Steaks and Controller's episode number one

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hundred and thirty five. Very excited
for multiple reasons. If you remember,

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is past November, I had the
honor of reviewing Atari fifty for the switch

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I played it for for Game Informer
Online, not their magazine online. That

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was made by Digital Eclipse, who
has taken it upon themselves to turn their

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products into digital museums, which I
really appreciate they started with Atari, but

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now they're getting a little a little
more focused, a little more. They're

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gonna spotlight one game as opposed to
an entire company, that game being Karatica,

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which or Kara Taka. However,
we've tried talking about pronouncing it,

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and I still got it wrong.
But either way, I had the editorial

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director of Digital Eclipse here, Chris
Kohler. We're going to talk about this

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project, and I am very excited
to do so. Chris, how are

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you today? Very good? Thank
you for having me. Thank you for

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that review of Atari fifty. We
really appreciated that. UM. Thank you

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for checking on the pronunciation of of
Kronica and everything. It's you know,

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as you know, we we address
it in the product. There is a

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video actually in the interactive documentary The
Making of Karnica U, in which you

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know I pronounced I mean I speak
Japanese. You know, a Japanese would

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be like Catica. Uh Um,
I say Karatica in English, you know,

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giving a little bit more rum,
just because that's sort of what's natural

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in English. Um. Jordan Mechner, who created a game in the ninteen

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eighties, didn't know Japanese and you
know, it's not like it's just nineteen

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eighty four. He get just put
on put on YouTube to find out how

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to pronounce it. He always said
karataka. Um, some people say karatcha,

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and really it's just like just just
pronounce it how you want. At

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this point, it's like it's it's
you know, it's just gonna be impossible

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to get everybody to agree and the
and it's like ultimately we're all varying degrees

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of off of what the original Japanese
pronunciation is going to be because that sound

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that stop just doesn't exist in English. So just just forget it. It's

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fine now. And it's amazing what
one two letters in one syllable will do.

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If you just take away the car
and it's karate or karate, people

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have way less trouble with it.
But I imagine that was already copyrighted back

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in the age exactly exactly, yeah
and right, And I tend to say

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like more like, you know,
I grew up you know, calling you

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know karate, you know, and
it's there's it's not there's no raw and

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there's no tea in there either.
It's caught up, you know, the

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empty hand right, So it's like, I don't know, it's just at

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this point it's been forty years and
you know, we're no closer to a

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cure. Yeah, I understand.
The Japanese language is a very complicated thing.

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I'm actually teaching myself right now thanks
to that green owl on Duo Lingo,

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slowly getting through it, and it
is quite a challenge, but a

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good one. I do appreciate it. So my first question about insert pronunciation

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of game here. What so you
went from Atari fifty and that entire history

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of a major company, fifty years
of research and prototypes and design docs and

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all this to one single game two
years worth of whatever Jordan had worked with

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at the time. So my first
question is a simple one. Why this

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game? Why Kara? What was
the reason for this to be the first

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time you try the single game documentary
as opposed to the company wide doc.

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Well, the funny thing is,
and you would have no way of knowing

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this, of course, but I
will tell you, is that really we

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went from Karatica to Atari fifty in
that when I started working at Digital Eclipse

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in twenty twenty, the first thing
that I was put on was this project

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that was that had been going for
a little while called the Making of Karnica,

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and I kind of came in.
The people who've been doing creative on

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it were both gone at that point, and so nobody was you know,

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nobody was in had the reins creatively, and I looked at where that project

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was and I was like, you
know, I kind of I took a

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step back and I started doing I
kind of started doing the research from zero

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again because I was like, I
don't want to base my decisions here on

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what's already in this this sort of
like early early version of the product.

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I want to go do the research
again. So it's like, Jordan,

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the thing that makes Chronica so perfect. There's a lot of things that make

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Charnica perfect, and I will get
to this to answer your question. One

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of the things that makes it perfect
is that Jordan Mechner was a total like

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documentarian himself and a pack rat who
saved absolutely everything. So as he was

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going along in college, like freshman
year of college, he was making this

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game as a freshman at Yale University. That's when he started. In nineteen

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eighty three is when he started on
this. Okay, he was writing a

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journal, a daily journal, that
he kept up that he's actually kept up

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through his whole life. And he
started writing a journal around that time and

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daily documented the process, everything that
he was doing in at college, but

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also everything he worked on on that
game. And so we had something that

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very few people have if you're trying
to look at the history of how a

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game was developed, a daily log
of everything that he was doing. Not

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only that, but you know what
he was feeling he was doing it,

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you know, So all of his
teenage angst is right there on the page.

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And Jordan has published those journals and
you can you can buy those and

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read them right now. And then
additionally, he did all of his designing

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like on paper, and he saved
all the paper, and so all the

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paper, all of the design documents
for Krotica, just just stacks and stacks

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of stuff is all in the care
of the Strong Museum of Play in Rochester,

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New York, who we kind of
basically partnered with to put this out.

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They gave us access to all the
Jordan's materials and were extremely helpful.

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So basically at that point I go
back and I'm like, okay, I'm

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gonna read Jordan's journals. Of course
from start to finish, I'm going to

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um go to the strong and you
know, redo the research and say,

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what do you guys have. I
want to make absolutely sure that we have

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everything pertaining to Karnica. Found a
bunch more stuff, found a lot of

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Chronica stuff in the Prince of Persia
folders where it had been you know,

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sort of accidentally missorted, and start
to realize that there is a way to

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tell this story, Like there's so
much information journals and design documents, and

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then then we start looking at the
contents of Jordan's floppy discs because those had

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been preserved about ten years ago and
by Jason Scott and the Internet archive folks,

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and they had like gotten all of
Jordan's floppies and you know, done

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like very expert level stuff to try
to get as much data as they could

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off of the shoebox full of floppy
discs. And so there were like graphics,

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cut content and things like that or
like in development versions of Kerotica,

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so we had as much It's like
no other game from nineteen eighty four is

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this well documented, unless I mean
there's probably like there's probably something similar for

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like Super Mario Brothers, but it's
in a vault Nintendo and we'll never see

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it, you know what I mean. But Miamoto wasn't writing a diary,

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nope. So by taking all these
parts, this was the This was the

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fun as a former journalist, you
know what I mean, Like, this

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was the fun part. Because now
I've got a diary in which he explains

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what he was doing that day.
I've got images off with floppy disk,

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and I've got scans of paper documents
and he can start connecting the dots and

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matching that stuff up. So now, as opposed to a typical collection where

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it's sort of like, here's a
design document, I can say, here's

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the design document, here's what Jordan
said when he was writing this, here's

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what came out of it as an
original, you know, or as a

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sprite on his floppy disc, and
show all of those things together and lay

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it out all chronologically. So from
a content perspective, Keronica has enough supporting

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content to let us do and Atari
fifty size is essentially it's the same thing

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as Atari fifty where we've got five
you know, chapters essentially that you can

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go through. It just gives us
the ability to do that as as and

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then as far as the game itself, one of the things that we want

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to do with the gold Master series, which is this line of independently produced,

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self published, interactive documentary style games, is um, you know,

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we want to tell some of these
stories of video game history that aren't being

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told. And one of the stories
that's always told about video game history,

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and I'm guilty of this myself,
is this idea of like there was Atari

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and then Atari die and the video
game industry crashed and there was this black

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hole, and then Nintendo came riding
in on a white horse and saved video

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games, you know, and that's
like, there is something to be said

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for that in terms of the game
console business in America, right, But

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that's but that's it right on.
First of all, for the rest of

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the world, that's not the case, and certainly on personal computers, you

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know, that's where gaming kind of
shifted to and we just don't hear about

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these stories. And Jordan Meckner's Coronica
was a profoundly influential game when it came

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out in nineteen eighty four, in
the middle of what some people just sort

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of consider the nothing time. It
came out in eighty four, it sold

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a ton of copies, and importantly, it made so many innovations in terms

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of the way that video games had
presented cinematic scenes or cut scenes animation.

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Jordan used rhodoscoping okay to achieve lifelike
animation inside of this game. In terms

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of soundtrack, Jordan's dad, Francis
Mechner, who is sort of one of

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the heroes of our story, was
a classical pianist as a hobby, and

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he composed the soundtrack in an era
where games certainly on the Apple too and

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on most other platforms, really didn't
have music scoring them. And but he

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did in a really smart way because
he used this life motif approach for every

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character, every emotion, every setting
had its own little stinger of music.

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So that lifted the emotional kind of, you know, m weight of the

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story as well. And so Keronica
makes all these cool innovations and it feels

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like a little movie. Basically.
That's how players perceive it is the first

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time they're playing a game on their
computer that really felt like they're like the

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hero of an action movie. And
that was so profound and it inspired a

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generation of game designers we have.
We went out to people like Tom Hall,

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the co founder of ID Software.
Uh. John Tobias, the co

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creator of Mortal Kombat, is in
this um and they're in this discussing like

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how profound an impact you know,
Coronica had on them, And we can

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in that way connect the dots and
show um why this game, which was,

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by the way, you know,
as I've kind of alluded to,

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is the debut the directorial debut title
of Jordan mcner, who would go on

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to create Prince of Persia series.
Prince of Persia stands the time Prince of

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Persia, the Hollywood film you know, Um, Coronica was like this um

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little um, like little egg,
you know, this little sort of like

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the tiny seed from which Prince of
Persia would grow. Um. And so

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it's important to look at it that
way as well. And so as far

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as it's importance to the industry,
as far as it being a story that

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has not really been told, as
far as it being an amazing story,

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it's a there's a wonderful father son
story at the core of this whole thing,

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because you know, Francis Machner not
only did he dad, he's the

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dad of the year, Like not
did he compose the soundtrack to his son's

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game, you know, support his
his teenage son in any way that he

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could to make this game amazing.
When Jordan wanted to rhodoscope somebody, his

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father put on his wife's karate outfit
and went out into the woods behind their

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house in upstate New York and ran
around in this karate outfit while Jordan filmed

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him with a Super eight camera and
captured his dad's running and jumping and climbing

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motions and then rotascoped them into Karatica. And so when you see the Karatica

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running around, he wrote a scope
two people. His his mom's karate teacher

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for all the karate moves, and
then his dad for all of the ancillary

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stuff like running and climbing and things
like that, the non martial arts moves.

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And that makes the two of them
tied for being essentially the first like

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mocap actors ever in a video game. And again it's his untold story that,

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like, you know, Francis mcner
is this like unsung hero of video

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games. For all the work that
he did on this, you don't really

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hear about him. And so we
want to make we want to get that

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story out there. So it's a
story that we're passionate about telling. It's

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a really important game. It's a
story where we have all the ability to

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do it, and so um we
had to. I was working on this

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and we had to shelve it for
a while because so many other big projects

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coming in that needed all hands on
deck. I was working on this before

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we signed Blizzard Arcade Collection. So
it was this, It was this lightning

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rapid like you know, Blizzard Arcade
Collection comes in, needs you on that

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teenage Mutan Nincha Turtles, the Calbunga
Collection, We need you on that.

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We actually, after Kalbunga Collection,
we'd like had a kickoff meeting for Corotica

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to get it going again. And
while that was happening, like, we

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signed Atari fifty and Atari fifty was
just this great opportunity though, because Atari

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needed something different and we're like,
you know what, We've we've got this

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interactive documentary approach that we've been workshopping
internally that we've been designing Corotica to that,

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and so we were able to put
the brakes on everything else get Atar

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fifty out the door in like record
time because we had to do it for

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the Atari fifty ten overs re year
um. And then once that was done,

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finally had the time and the bandwidth
to go back. Uh. And

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and not only the Karatica, but
other stuff that's coming up later in the

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gold Master series that we're working on
now. UM so yes, um yeah,

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it's a series. We've announced it
a series, um and so and

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so that's happening. So I hope
that gives you a little bit of insight

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into why it's that game. Now. This is not to say, like

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other stuff in the gold Master series
might be um, a bunch of games.

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It might be one developer, it
might be one company, you know,

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going on. It's not necessarily this
could be one game. But in

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this case, you know, it's
it's like it's um, it's it's really

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all. And the thing is,
there's actually fourteen games in the making of

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Chronica, because there's Karatica for the
Apple two, which was what Jordan created.

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There's the ports to the Commodore sixty
four and the Atari eight hundred.

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Um. We even speak with in
the video in the video sections of the

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cook who actually did the conversion programming
for the Atari and the Commodore versions.

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So we get into the details of
like what was that, like, you

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know, what's it like to support
something from He's one very very different platform

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to another. Right, you have
Jordan's original game shooter that he made called

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Death Bounce, which is what he
was trying to pitch before Karnica that got

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canceled, but it's in four different
prototypes of that are in the game,

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several prototypes of Karnica, and even
Asteroid Blaster, which was basically like Jordan

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cloning asteroids, that's in it too. So across all of these things,

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we've got fourteen different playable games in
various stages of production. And again,

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like Autari fifty, as you go
through the timelines, when those versions come

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up, you have the chance to
play them, and you have the chance

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to check them out and then go
back to the timeline and resume your sort

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of historical journey through the documentary.
So that actually answers a question that I

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had on the pace. So with
Atari fifty, you're going through the history

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of the company and you just put
in the full games that they you're talking

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about in that particular, you know, year here with one game, are

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you breaking up the game into sections
and they play those sections or do they

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play the whole thing and then get
the history. But if it's now like

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fourteen different prototypes and the full games
and stuff like that, it kind of

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makes more sense in my head as
to house. Yeah, I mean,

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I think it's just important to note
here that like you as the player,

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have the option to dive into one
of these deeper sort of segments that you

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know, just as if you were
at a museum, you know, and

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you're going through the museum. You
could either start at the beginning of the

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museum exhibit and just walk really fast
through everything and just look at things that

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interest you and then be done.
Or you can spend all day in there

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and just start at the beginning to
exhibit and then just go from you know,

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station to station, and if there's
an interactive part of that, you

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can stay there and interact with it
and exhaust all of the utility out of

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that before you move on to the
next part of the museum. Depends on

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how you're feeling that day and just
how deeply interested you are. So if

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you just want to kind of quickly
go through the story, you can do

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that. But if you want to
stop and play a game for a while,

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you know, you can do that. As well, and you just

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nothing is a lott you know what
I mean. You just have the freedom

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to just go where you want to
go. We'll try to guide you to

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what's next chronologically, but you have
this choice, like do you want to

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play Jordan's Asteroids clone? Um,
we even have watch mode for all of

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the games, so it's like,
if you just want to watch a little

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playthrough of somebody playing Asteroids, you
know, do that we don't and that

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gets even that's that's even more important. You're talking about the game like Kronica,

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which is actually kind of difficult,
So it's like, if you just

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want to watch somebody play You even
have chapter select in the watch mode,

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so if you want to just jump
to a certain part of the game and

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check that out, you know,
you have the option to do that as

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well. Um And for the Apple
two version of Kronica, we have director's

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commentary on the watch mode, so
you can watch somebody play through Jordan's original

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version um while you listen to Jordan
Nor and Francis mcner um talk about extemporaneously

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to sort of talk about the various
things that you're seeing and the little bit

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of the behind the scenes of how
that was put together. That's awesome.

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Um, I'm wondering, is he
like reading through his journals and remembering his

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angsty moments as he's going through these
or is he just kind of talking about

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what he was doing at the time
he is reacting to what's going on on

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the screen. Basically what we you
know, we we had once we got

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the playthrough and we knew that that
was going to be that, you know,

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we had to do it in order, right. It's like, the

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playthrough is not just a video,
it's it's actually like an It's uses emulator

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save states because you can you can
jump into the playthrough at anytime and start

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playing. That's why the chapter select
allows you to say, I want to

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practice that fight against the bird,
just jump right to it and then jump

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in and start playing. So it's
cool chapter select. Um. So we

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had to make sure that that was
one hundred percent done before we went to

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Jordan and Francis and actually visited them
in New York City in April. Um,

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so it wasn't that long ago and
just uh sat them down with the

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demo, played the watch mode set
up like my phone and just recorded them.

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Um. It was a very ad
hoc thing because we weren't really sure

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if we were going to be able
to get them, you know, because

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it was so late in the process. But it was like, we have

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you here, let's do this,
um and so, and it one up

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being very insightful. It was just
it was one take, totally just you

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know, off the cuff. But
it's but it's really brilliant. It's really

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fun to listen to. That's cool. And we mentioned we talked to a

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little bit earlier about Prince of Persia
and how this game kind of set the

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table for that. Uh is that
reference In the latter half of the timeline

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documentary portion, do you get into
like what parts of Karatica became part of

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Prince of Persia formula and how that's
how that flow works. Yeah. So

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after Karatica, you know, it
was a big success, and you know,

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Jordan and his publisher were both like, we got to do Karatica two.

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So Jordan starts messing with new designs
and things like that, and he

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was inspired, as you'll see because
there's an entire chapter that's just called Karatica

296
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two U. He was fired by
games like there's a broader run game called

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the Castles of Doctor Creep, which
was like a more like um it had

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00:21:04.960 --> 00:21:08.960
more like traps and platform kind of
stuff, and he was thinking, gee,

299
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I'd like to do something like that. So we actually have a lot

300
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of screenshots of in you know,
sort of in progress stuff where he was

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working on a more platform type Karatica
game. He was using the Karatica characters.

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He was thinking maybe Princess Mariko would
be playable this time, and story

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treatments and stuff like that. Um, but the game you kind of see

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it like once you get to the
final like you know, mock up of

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Karataka two, it starts to look
a lot like Prince of Persia, not

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00:21:40.119 --> 00:21:42.440
in terms of the character designs,
but in terms of you know, the

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traps and doors and things like that. And that's kind of where we stop,

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and we're like, you know,
at past this point, it became

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a new project, you know,
which was originally called Bagdad and that became

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so we stopped there, and uh, you know that, you know,

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I don't want to say too we
continued because we don't have the rights to

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do diversion, but it's like,
but the story goes on from there,

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yeah, right, and then people
can do their own research and filling exactly

314
00:22:11.000 --> 00:22:15.079
from there. Yeah, so you
talked about also the black hole in the

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gaming industry that was filled by Apple
two, which is what this was developed

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on. Do you take some time
to go through that platform as a development

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platform? To you to repeat myself, do you go into like the technology

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of the Apple two and what was
used to make this game as you did

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with the Atari consoles in fifty,
not super deeply, we do, you

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know, in these interactive documentaries,
as we do with with Atari fifty.

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You know, we want to make
sure that we're not just sort of taking

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the game ram and just sort of
plunking it down their right context. So

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we do want to make sure that, yes, people understand like what's the

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difference between these platforms. So yeah, as you're going through the timeline,

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so as we get to the introduction
of like the Apple two or the Commodo

326
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sixty before the Atari, you know, we talked a little bit about well,

327
00:23:00.759 --> 00:23:03.599
when was that released, what were
its strengths? You know, so

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we talk a bit about that.
You will glean some of that, especially

329
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from a lot of Jordan's commentary about
the Apple two and what it was capable

330
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of, what the Commodore and the
Atari were capable of versus that when we

331
00:23:15.160 --> 00:23:19.000
start talking about ports, there is, but ultimately it's kind of out of

332
00:23:19.000 --> 00:23:23.279
scope to really start getting into,
like, you know, the nitty gritty

333
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of the how the Apple two works, even though it is very interesting and

334
00:23:27.240 --> 00:23:33.319
to understand that platform does help you
understand like why does Chronica look like that?

335
00:23:33.359 --> 00:23:34.839
Why does it use those colors?
Well, the Apple two could only

336
00:23:34.839 --> 00:23:38.599
generate, like you know this,
this small handful of colors, so every

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00:23:38.640 --> 00:23:44.720
game has that orange blue kind of
aesthetic interest. And the interesting thing about

338
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that that I found out as I
was doing this is that, um,

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the Apple two doesn't have color hardware. Steve wazni Acc basically figured out a

340
00:23:53.400 --> 00:23:59.599
way to use it. The Apple
two. Technically the hardware could only do

341
00:24:00.079 --> 00:24:03.799
like, um, you know,
luminants basically like black and white, right,

342
00:24:03.200 --> 00:24:11.759
but he figured out ways to send
signals along that black and white pathway

343
00:24:11.880 --> 00:24:15.480
basically to juice you know, your
your monitor. You'd have to have color

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00:24:15.519 --> 00:24:19.079
monitor obviously, but he would get
the monitor to be able to display those

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00:24:19.079 --> 00:24:26.960
colors um and and like if you
it could only kind of display them in

346
00:24:26.000 --> 00:24:29.960
certain areas. So if you shift
a pixel over that was blue, it

347
00:24:30.000 --> 00:24:30.880
becomes orange, you know what I
mean. It's one of those things where

348
00:24:30.880 --> 00:24:34.720
it's like that's what Apple two programmers
had to figure out. It's like color

349
00:24:34.880 --> 00:24:38.720
was not just put this color there, it was And that's why when you

350
00:24:38.720 --> 00:24:44.039
look at Chronica and other Apple two
games, you see like, um uh,

351
00:24:44.559 --> 00:24:47.759
what seems to be like sloppiness of
the colors. You know, you'll

352
00:24:47.759 --> 00:24:51.839
see like something that's orange and it'll
have like a blue pixel in there somewhere.

353
00:24:52.079 --> 00:24:56.279
And that's literally just because the Apple
two is doing color in a very

354
00:24:56.359 --> 00:25:00.440
strange way without color hardware. Um. So that's something that would be like

355
00:25:00.480 --> 00:25:04.720
a little too much to include.
Um, although it is a really interesting

356
00:25:04.759 --> 00:25:10.920
story that is. Um maybe if
there's ever a gold Gold Master Series on

357
00:25:10.920 --> 00:25:12.480
the Apple too itself, it would
be a good place to put that.

358
00:25:12.920 --> 00:25:15.680
And you know, I think and
that's a really good observation because it's like

359
00:25:17.279 --> 00:25:19.480
with the Gold Master Series, like
it doesn't necessarily have to be about like

360
00:25:21.160 --> 00:25:22.839
a game or even games, you
know what I mean, there could be

361
00:25:22.960 --> 00:25:27.440
It's like it's it's and that's what's
important to get across here is like we're

362
00:25:27.480 --> 00:25:32.519
not like selling you Kerotica, No, like I don't want to sell you

363
00:25:32.880 --> 00:25:37.160
like this just this game. Ram. This is about selling you the story,

364
00:25:37.200 --> 00:25:40.839
the documentary, even if you don't, if you aren't really interested in

365
00:25:40.839 --> 00:25:44.279
the game, that the pitch here
is like the story is so interesting.

366
00:25:44.480 --> 00:25:48.200
Yeah, that it's it's it's the
meat. It actually is the core user

367
00:25:48.240 --> 00:25:53.240
experience. So if someone were to
come to you for a potential pitch in

368
00:25:53.279 --> 00:25:57.960
this gold Master series, if you
even accept them, what would be your

369
00:26:00.039 --> 00:26:03.880
vironments would you? What would you
and Digital Eclips want or need even in

370
00:26:04.000 --> 00:26:10.319
order to even consider doing something like
this for another project, whether it be

371
00:26:10.359 --> 00:26:14.400
a single game or an old developer
or even the platform. As we've talked

372
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about, what sort of information and
how much of it would you need in

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order to have that jumping off point. I think ultimately we would just want

374
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to make sure that it's something where
there could be just a variety of different

375
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things. I mean, maybe the
game itself is so well known that people

376
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are already so passionate about it that
we'll just figure out what the story is

377
00:26:37.160 --> 00:26:40.720
and tell that story. But if
you were to come to us and say,

378
00:26:40.759 --> 00:26:41.799
well, I've got this game and
nobody's really heard of it, but

379
00:26:41.839 --> 00:26:45.559
the story behind it is so fascinating. You know, I think we would

380
00:26:45.640 --> 00:26:51.279
we would take that as a really
interesting challenge of can we take something that's

381
00:26:51.319 --> 00:26:56.359
got no fan base whatsoever, but
the story is so good that we think

382
00:26:56.359 --> 00:26:59.759
that if we get it out to
people and put that context around it,

383
00:27:00.039 --> 00:27:03.799
we will actually create fans of this
game. Um, I think we would

384
00:27:03.880 --> 00:27:08.559
like that challenge as well. So
it's really just like I feel like everything

385
00:27:08.759 --> 00:27:12.759
has a potential argument for it,
you know, whether it was you know,

386
00:27:12.839 --> 00:27:17.680
you know, like whether whether it's
it's already got fans, whether it

387
00:27:17.720 --> 00:27:19.319
doesn't have fans. But if there's
a good story there, if there's a

388
00:27:19.319 --> 00:27:25.039
story that we can tell, it's
something I could think of at least two

389
00:27:25.160 --> 00:27:27.000
or three different projects off the top
of my head that I would love to

390
00:27:27.079 --> 00:27:32.400
see get this treatment. But we
can, uh, we can bypass that.

391
00:27:32.440 --> 00:27:33.480
I don't want to. I don't
want to start saying you should do

392
00:27:33.519 --> 00:27:37.279
this, because that's I'm sure you
get enough of that on social media and

393
00:27:37.319 --> 00:27:38.359
stuff like that. It's not you
know, ultimately, well, I mean,

394
00:27:38.519 --> 00:27:44.519
we we do, and we like
cards on the table. It's like

395
00:27:44.759 --> 00:27:48.480
I like to hear like you should
do this, especially when it's something that's

396
00:27:48.519 --> 00:27:52.000
like on social media, and it's
kind of quantifiable because ultimately, it's not

397
00:27:52.039 --> 00:27:56.319
like we're sitting around with a big
list of games and we're going, let's

398
00:27:56.319 --> 00:28:02.839
do yeah, yeah, yeah,
No, it's really trying to convince rights

399
00:28:02.839 --> 00:28:04.640
holders to go in with us,
you know, and take a chance on

400
00:28:04.759 --> 00:28:08.039
us and do it this one.
Um. And so if we have more

401
00:28:08.079 --> 00:28:11.480
of a sense of what do people
want, you know, that gives us

402
00:28:11.480 --> 00:28:14.440
a little bit of ammo. That's
like, oh, you know, we

403
00:28:14.759 --> 00:28:15.920
have all you know, fans are
asking for this, like this is what

404
00:28:15.960 --> 00:28:19.079
we hear about a lot. So
it's it's it's good to hear. But

405
00:28:19.119 --> 00:28:23.599
also it's like, don't don't you
know, mistake the process of um,

406
00:28:25.000 --> 00:28:27.480
you know, we're we're just picking
whatever we want. I wish maybe in

407
00:28:27.599 --> 00:28:33.319
twenty years if we really establish ourselves
people falling all over ourselves to you know,

408
00:28:33.319 --> 00:28:36.240
get digital clips, to uh,
you know, to include something in

409
00:28:36.240 --> 00:28:38.920
the Gold Master series. But yeah, that would be yeah, that would

410
00:28:38.920 --> 00:28:41.759
be awesome. Um. So I
want to ask also, I know we

411
00:28:41.880 --> 00:28:47.039
kind of touched on this a little
bit, but did you find focusing on

412
00:28:47.119 --> 00:28:51.119
the one story and the one game, even with the wealth of information that

413
00:28:51.160 --> 00:28:55.160
you ended up finding from the museum
up in Rochester. Did you find this

414
00:28:55.240 --> 00:28:59.720
to be a little more challenging to
build enough of a story to get through

415
00:28:59.759 --> 00:29:03.000
those five chapters as opposed to the
first time you did this, where you

416
00:29:03.079 --> 00:29:10.079
had fifty years of information to dig
through. This one a little bit more

417
00:29:10.279 --> 00:29:14.720
focused. I'm just I'm just wondering
how challenging it was for the team to

418
00:29:14.799 --> 00:29:18.680
get that story. Did it become
apparent like right from the jump? Um?

419
00:29:21.000 --> 00:29:22.920
Yeah, I mean within like the
first once I really started reading the

420
00:29:23.480 --> 00:29:27.880
journals and once I really started looking
at and asking because it really you my

421
00:29:27.960 --> 00:29:30.880
first week or two with it at
the company back in twenty twenty, because

422
00:29:32.200 --> 00:29:34.960
literally this was what I was put
on and I was just like, okay,

423
00:29:36.079 --> 00:29:37.400
you know, let me get the
information. Once you start looking at

424
00:29:37.400 --> 00:29:41.480
it and realizing there's just so much
there. But I think that you know,

425
00:29:41.519 --> 00:29:44.359
I also had a twenty five year
career in journalism prior to that,

426
00:29:44.680 --> 00:29:49.240
and I mean, so much of
that is um, you know, there's

427
00:29:49.240 --> 00:29:52.759
all this information out there. How
do you perceive what's important? How do

428
00:29:52.799 --> 00:30:00.200
you start to see a story take
shape in this sort of mass of of

429
00:30:00.279 --> 00:30:06.680
seemingly unrelated events and so writing big
magazine features, big five thousand word features.

430
00:30:06.680 --> 00:30:10.200
You started to develop a little bit
of a sense of oh, that

431
00:30:10.400 --> 00:30:12.440
can go in, that can go
in. That's important once you start connecting

432
00:30:12.440 --> 00:30:15.839
the dots. I mean, I
think that's that's that's kind of the big

433
00:30:15.880 --> 00:30:21.559
thing. So maybe it's something that
somebody without that experience might not have perceived.

434
00:30:22.160 --> 00:30:26.160
But you know, in from my
sense, it was like, yeah,

435
00:30:26.240 --> 00:30:27.799
yeah, this this, I mean, there's a huge story to be

436
00:30:27.839 --> 00:30:30.480
told here, and we just gotta
you know, we just gotta put it

437
00:30:30.480 --> 00:30:36.039
all together. Now. In retrospect, you mentioned that, UH, Karatica

438
00:30:36.039 --> 00:30:37.599
was actually supposed to be first,
and then a Tori fifty kind of took

439
00:30:37.599 --> 00:30:42.440
over in this documentary style format.
Do you actually think that going through a

440
00:30:42.559 --> 00:30:48.279
Tori first ultimately benefited Karatica as opposed
to if you had launched them the other

441
00:30:48.279 --> 00:30:52.839
way around? You do you feel
that having going basically doing the trial run

442
00:30:52.119 --> 00:30:56.759
with fifty years of Atari made this
one even better in uh? In retrospect,

443
00:30:57.319 --> 00:31:00.039
yes, absolutely, yeah, one
hundred percent, because there's there's so

444
00:31:00.119 --> 00:31:03.160
much that, like you know again, like you know, Coronica was in

445
00:31:03.200 --> 00:31:07.000
the works, but Atari, it's
like we had a deadline and we had

446
00:31:07.039 --> 00:31:10.640
to finish it. And finishing something
is very important, you know, because

447
00:31:10.920 --> 00:31:12.960
you do ninety percent of the work
and then after that you do the other

448
00:31:14.039 --> 00:31:15.920
ninety percent of the work at the
end. You know, it's like just

449
00:31:15.920 --> 00:31:21.720
just getting something completely totally finished out
the door. You know. It allowed

450
00:31:21.799 --> 00:31:27.039
us to really just like bang on
a lot of our you know, initial

451
00:31:27.119 --> 00:31:33.319
ideas and like preconceived notions and and
really you know, test it out in

452
00:31:33.359 --> 00:31:37.279
a product, and then of course
it's very fortunate, you know, we

453
00:31:37.400 --> 00:31:42.880
released Atari fifty. Reviews were very
good, and importantly there was a lot

454
00:31:42.880 --> 00:31:47.440
and there were a lot of people
who thought what we were doing because as

455
00:31:47.440 --> 00:31:52.079
the first sort of test flight,
it's like what if people don't understand this?

456
00:31:52.160 --> 00:31:55.279
What if people hit start on Atari
fifty and they're like, where are

457
00:31:55.319 --> 00:31:57.759
my video games? What is all
this stuff? You know? I mean

458
00:31:59.079 --> 00:32:02.920
that could have happened and what is
yeah, yeah, like where's asteroids?

459
00:32:02.960 --> 00:32:07.480
I can't find asteroids? You know, um, And we did a lot

460
00:32:07.519 --> 00:32:08.960
to make sure that both of those
types of players. You know, if

461
00:32:08.960 --> 00:32:13.400
you just wanted a list of games, we gave you a great games carousel

462
00:32:13.480 --> 00:32:16.480
that you know, sorted and you
know, had you know a lot of

463
00:32:16.519 --> 00:32:21.000
information about each of those games to
help you make that decision of what to

464
00:32:21.079 --> 00:32:22.799
play. But if you wanted to
go through the timelines, that's your primary

465
00:32:22.880 --> 00:32:25.519
kind of you know, user experience. You wanted to make sure that had

466
00:32:25.559 --> 00:32:30.319
access to all of the games that
way as well. Um, and the

467
00:32:30.359 --> 00:32:34.400
fact that people picked up on it. Uh. And and you know what's

468
00:32:34.440 --> 00:32:38.519
interesting with Atari fifty is that,
um, when Atar fifty was announced,

469
00:32:39.119 --> 00:32:43.000
I think a lot of people paid
it no attention and we're just like,

470
00:32:43.039 --> 00:32:45.440
oh, it's another collection of Atari
games. Okay, I don't and I

471
00:32:45.519 --> 00:32:50.200
made that I will admit I made
that assumption as well. Well. The

472
00:32:50.240 --> 00:32:52.519
Game Informer review came a week or
two later, I think, after the

473
00:32:52.599 --> 00:32:57.200
lease, and you typically don't say
that happened with IGN as well, and

474
00:32:57.279 --> 00:33:00.160
that happened with there wasn't a review, but that happened with Kotaku's coverage as

475
00:33:00.160 --> 00:33:04.440
well. And I think that that's
actually that's actually great because what it means

476
00:33:04.599 --> 00:33:08.279
is it came out and there was
this sense of oh, oops, like

477
00:33:08.480 --> 00:33:14.599
we should have you know, we
should have covered this. This is something

478
00:33:14.599 --> 00:33:17.119
different, this is something unique.
We actually need to go back. And

479
00:33:17.359 --> 00:33:22.000
you know it's not often that after
that initial review cycle somebody's gonna go back,

480
00:33:22.279 --> 00:33:24.599
you know, uh and and cover
him. So it's it's wonderful that

481
00:33:24.599 --> 00:33:29.480
that happened because it really it made
it very clear that people were picking up

482
00:33:29.519 --> 00:33:32.759
on it. Oh, this actually
is something different. And the benefit then

483
00:33:32.960 --> 00:33:37.799
to the Gold Master Series is now
we're like, here's our next interactive documentary.

484
00:33:37.839 --> 00:33:40.960
We've got tons of people already who
are just like, oh, like

485
00:33:42.039 --> 00:33:45.519
Autari fifty, this is gonna be
good. You know. So it really

486
00:33:45.559 --> 00:33:47.680
that's that's that's very helpful. UM. You know, for for us,

487
00:33:47.720 --> 00:33:52.640
we're launching the UM launching the indie
thing. That's more of a risk,

488
00:33:52.640 --> 00:33:54.400
where the risk is all on us, where it's where it's being announced,

489
00:33:54.440 --> 00:33:59.920
you know. Very fortunately we're really
lucky, UM, very grateful to have

490
00:34:00.000 --> 00:34:04.720
it announced on the ID Xbox showcase. That was definitely awesome, UM and

491
00:34:04.880 --> 00:34:08.960
uh. But but still ultimately there's
no big publisher here, like with a

492
00:34:09.000 --> 00:34:14.519
big marketing machine. It's just falls
to us UM. And so you know,

493
00:34:14.639 --> 00:34:17.320
it's so it's so it's scary,
UM, and it's risky, but

494
00:34:17.440 --> 00:34:23.840
it is what we believe we need
to do UM to treat you know this

495
00:34:24.000 --> 00:34:29.360
these classic games which we believe are
they're not just like old you know,

496
00:34:29.440 --> 00:34:31.480
products that you sell in the bargain
bin, Like, this is the foundational

497
00:34:31.639 --> 00:34:36.360
art on which the video game media
is based, and we believe we need

498
00:34:36.400 --> 00:34:40.960
to treat them with more respect um
and so this is a way that we're

499
00:34:42.079 --> 00:34:45.719
trying to do that. Now you're
you touched on something that I wanted to

500
00:34:45.719 --> 00:34:47.360
make sure I asked you about.
One of the last things we talked about,

501
00:34:47.400 --> 00:34:50.800
because I imagine it's going to be
a heavy topic here, and that

502
00:34:50.920 --> 00:34:53.800
is preservation. Last last week,
that report or two weeks ago, the

503
00:34:53.840 --> 00:34:59.119
report came out that eighty seven percent
of games ever released are no longer available

504
00:34:59.159 --> 00:35:04.679
in any platform. Blew my mind
just because I assume that you could still

505
00:35:04.719 --> 00:35:07.159
get some of the weird games that
I played as a kid, because I

506
00:35:07.199 --> 00:35:09.320
still have them, so people probably
still have them. But no, a

507
00:35:09.320 --> 00:35:14.440
lot of those games aren't available anymore. Did you see that and start to

508
00:35:14.440 --> 00:35:17.039
think, Okay, maybe we're onto
something with this Golden Master series. Maybe

509
00:35:17.079 --> 00:35:22.559
we can bring that number down by
getting some of these titles back out into

510
00:35:23.000 --> 00:35:28.639
the forefront or the spotlight, even
if it's a little spotlight like like Keronica.

511
00:35:28.400 --> 00:35:31.559
As as great and foundational as it
is, it like only for old

512
00:35:31.599 --> 00:35:36.400
folks like me and you older folks, not old folks who have been playing

513
00:35:36.440 --> 00:35:39.239
games for a long time. We
know about it, but but the youth

514
00:35:39.400 --> 00:35:44.760
now won't until this. So do
have you guys kind of like taken up

515
00:35:44.800 --> 00:35:47.000
that mantle a little bit? Like
all right, if there's a preservation issue

516
00:35:47.079 --> 00:35:50.679
and they're not going to do anything
about it, if they'll partner with us,

517
00:35:50.800 --> 00:35:52.719
we'll do it. Yeah. So, I mean we believe there's a

518
00:35:52.800 --> 00:35:57.559
role for everybody in all kinds of
different organizations as far as game preservation.

519
00:35:57.599 --> 00:36:00.519
You know, the Video Game History
Foundation wants to make this extremely salient point

520
00:36:00.559 --> 00:36:07.360
because they're arguing for um, you
know, alterations to copyright laws essentially that

521
00:36:07.679 --> 00:36:14.880
allow UM libraries and institutions to provide
for video games remote access because ultimately it's

522
00:36:14.920 --> 00:36:16.920
like eighty seven percent of games,
um, you know, according to the

523
00:36:16.960 --> 00:36:22.000
study, the only way that you
can access them is either um A you

524
00:36:22.039 --> 00:36:28.920
know, piracy or B you just
can't. And so if if library it's

525
00:36:28.960 --> 00:36:31.000
just simply can't do it. I
mean there's there's games. Look, if

526
00:36:31.039 --> 00:36:34.800
you want to go pirate a laser
active game, you can't do that,

527
00:36:35.079 --> 00:36:37.639
Like you have to have a laser
active, you know, set up.

528
00:36:37.000 --> 00:36:43.679
But if libraries and institutions were able
to set up and provide remote access for

529
00:36:43.719 --> 00:36:49.000
these things, then that would give
researchers UM or quite frankly, not just

530
00:36:49.119 --> 00:36:53.239
researchers, but just you know,
everybody, the opportunity to play these things

531
00:36:53.440 --> 00:37:01.119
within a legal framework where they do
not have to I mean it when we're

532
00:37:01.119 --> 00:37:04.440
talking about UM. One of the
other things that we want to do with

533
00:37:04.559 --> 00:37:08.360
the Gold Master series is bring back
computer games because a lot of times what

534
00:37:08.440 --> 00:37:13.199
you see our collections of console games, but when you start looking at the

535
00:37:13.239 --> 00:37:17.440
libraries of of computer games, you
don't actually see personal computer games being brought

536
00:37:17.440 --> 00:37:22.360
back as much, and you you
don't see them on game consoles. Because

537
00:37:22.719 --> 00:37:29.639
it's one thing to re release a
computer game for a computer because Karnica,

538
00:37:29.960 --> 00:37:34.519
you know, used keyboard controls,
right, and you needed keyboard controls to

539
00:37:34.599 --> 00:37:37.639
get through this. So what we're
doing, and we have engineers essentially working

540
00:37:37.639 --> 00:37:40.800
on this for Karnica and for other
stuff in the Gold Master series, it's

541
00:37:40.800 --> 00:37:47.440
a big task, a big expensive
engineering task. Have a highly paid engineer

542
00:37:47.559 --> 00:37:57.480
sit down and spend days and weeks
essentially taking computer games and bringing them up

543
00:37:57.599 --> 00:38:01.239
so that you can use a console
controller to interact with them. Uh,

544
00:38:01.320 --> 00:38:06.440
and so with Keronica, it's like
even if you wanted to just you know,

545
00:38:06.559 --> 00:38:09.880
pirate it, you know, you're
still dealing with all of the intricacies

546
00:38:09.880 --> 00:38:15.719
of like like it's it's like I
I use emulators all but time and just

547
00:38:15.920 --> 00:38:20.360
getting a computer game running and be
like, okay, we get this Apple

548
00:38:20.400 --> 00:38:23.199
two emulator. Okay, well how
do I mount a disk image? You

549
00:38:23.239 --> 00:38:28.159
know? Once I do that,
what do I have to type anything?

550
00:38:28.199 --> 00:38:30.599
I mean, god, you know
I'm abusing like a you know, a

551
00:38:30.599 --> 00:38:32.760
Commodo or sixty four emulator. It's
like for for people who grew up with

552
00:38:32.760 --> 00:38:36.880
Commodoor sixty four, they're like,
oh yeah, type load Comma you know

553
00:38:37.320 --> 00:38:39.280
as ampersand you know, so like
you know all the stuff and you run

554
00:38:39.320 --> 00:38:43.199
the and you and you then you
run it. But it's like I don't

555
00:38:43.239 --> 00:38:45.480
remember this. I have to go
look it up, and I have to

556
00:38:45.519 --> 00:38:50.719
go look this information up, and
this information is on some forum posts like

557
00:38:50.760 --> 00:38:53.840
there there there were times when I'm
trying to emulate something and the answer is

558
00:38:53.960 --> 00:39:00.079
buried in some forum post from two
thousand and eight, and it's like this

559
00:39:00.239 --> 00:39:05.719
is not sustainable, No, can't
keep doing this like. This is why

560
00:39:06.599 --> 00:39:09.920
when the Video Game History Foundation points
out these games are like critically endangered,

561
00:39:10.239 --> 00:39:15.360
it is because all of the rigamar
role that you have to go through and

562
00:39:15.440 --> 00:39:22.960
this sort of fragile ecosystem of like
homebrew hackers and pirates that are propping it

563
00:39:23.039 --> 00:39:30.079
all up is it's it's it's it's
not sustainable and it's disrespectful, and it's

564
00:39:30.119 --> 00:39:35.480
something that you know, we should
be working a lot harder to now from

565
00:39:35.519 --> 00:39:40.159
the Digital Eclipse perspective, we can't
save every game by putting out products like

566
00:39:40.199 --> 00:39:45.199
this, you know, especially because
look, we're making the making of Chronica,

567
00:39:45.360 --> 00:39:50.760
but it's like when does our game
become incompatible? You know, it's

568
00:39:50.800 --> 00:39:53.360
like what happens twenty years from now, through no fault of our own,

569
00:39:53.559 --> 00:39:59.760
where if we can't go in because
you know, what if the development in

570
00:40:00.000 --> 00:40:04.840
froment for the making of Keronica gets
deprecated decades down the line and we can't

571
00:40:04.840 --> 00:40:09.039
even update it anymore. What if
the storefronts that it's available on all shut

572
00:40:09.079 --> 00:40:14.960
down. You know, then either
the way that somebody would access my creative

573
00:40:15.000 --> 00:40:20.440
work would be through what would hope
remote access via a library. I don't

574
00:40:20.480 --> 00:40:24.280
want this to go away, But
I understand that it will unless there's institutions

575
00:40:24.280 --> 00:40:28.960
that are able to provide it to
people, or they'll just pirate it,

576
00:40:29.199 --> 00:40:32.639
you know. And so but from
our perspective, you know, we all

577
00:40:32.719 --> 00:40:38.239
we can do is like the work
of like we're what is it. It's

578
00:40:38.280 --> 00:40:42.599
like, you know, it's just
it's a massive forests and we can save

579
00:40:42.760 --> 00:40:45.480
like one tree, you know what
I mean, like by through doing this,

580
00:40:45.559 --> 00:40:49.960
but I mean I think it's very
what we're what we're doing ads to

581
00:40:50.000 --> 00:40:54.320
preservation absolutely, especially you know,
even with like Ninja Turtles, the Cowbunga

582
00:40:54.360 --> 00:41:06.400
collection, thank you very much.
And there's thousands of pages of design documents

583
00:41:06.440 --> 00:41:13.840
from Konami's internal archives that now exist
in extremely high quality you know, I

584
00:41:13.880 --> 00:41:17.519
think four K on some consoles,
you know, digital form. Whereas in

585
00:41:17.559 --> 00:41:22.960
the past, before we embarked on
that project, they existed as a piece

586
00:41:23.000 --> 00:41:29.719
of paper in a building in one
of the countries that is beset by the

587
00:41:29.760 --> 00:41:37.320
most natural disasters of any place on
Earth. If if an earthquake didn't get

588
00:41:37.360 --> 00:41:39.159
them, a typhoon was gonna get
them, you know what I mean.

589
00:41:39.480 --> 00:41:45.519
So it's like by doing the project
and by having it because if somebody other

590
00:41:45.559 --> 00:41:50.639
than Digital Eclipse had done a Turtle's
you know collection for Konami, they might

591
00:41:50.679 --> 00:41:53.719
not have said, yeah, we
want every document, you know, and

592
00:41:53.760 --> 00:41:58.400
people are just like, why is
this collection? However many gigabytes it is,

593
00:41:58.440 --> 00:42:00.360
it's just x number of ROMs,
and it's like, no, because

594
00:42:00.360 --> 00:42:05.360
we successfully argued that it needs to
be this, and so from a preservation

595
00:42:05.440 --> 00:42:07.760
standpoint, we actually did do great
work on that. And so that's the

596
00:42:07.840 --> 00:42:12.559
same thing with you know, with
you know, making a chronica and things

597
00:42:12.599 --> 00:42:15.840
far in the future is just getting
those those physical documents, turning them into

598
00:42:15.840 --> 00:42:17.800
digital documents that are now everywhere,
you know, everybody has them, and

599
00:42:17.840 --> 00:42:22.960
it helps preserve that information in a
in a really substantial way. And so

600
00:42:23.000 --> 00:42:28.760
we feel that pressure too. But
then also we know that that bonus you

601
00:42:28.760 --> 00:42:30.280
know, that what was considered,
you know, you speak through the bonus

602
00:42:30.320 --> 00:42:36.159
content. Really, for some people
is the whole show right now? Do

603
00:42:36.199 --> 00:42:39.000
you think, I mean, obviously
game companies can be doing more to preserve

604
00:42:39.039 --> 00:42:42.360
their own games. I don't.
I don't think that's that's our opinion.

605
00:42:42.400 --> 00:42:46.400
That's it's total, it's absolute fact. Would Digital Eclipse ever consider partnering with

606
00:42:46.559 --> 00:42:50.480
a big publisher if for no other
reason than to just show them how you

607
00:42:50.639 --> 00:42:52.840
do it. It's if you're not
going to use us, at least let

608
00:42:52.920 --> 00:42:57.039
us show you what we're doing so
that you can maybe do it yourself.

609
00:42:57.039 --> 00:43:00.360
We'd love to do it for you, but I see, yeah, I

610
00:43:00.440 --> 00:43:02.119
mean, like you know, it's
sort of a consulting sort of way.

611
00:43:02.199 --> 00:43:05.840
Yeah, you know, hit us
up like we're we're down for We're down

612
00:43:05.920 --> 00:43:08.880
for whatever, you know what I
mean, Like we this is we're we're

613
00:43:08.880 --> 00:43:13.599
not like we're not like desperately,
like we're not going to go out there

614
00:43:13.599 --> 00:43:15.880
and be like you you may not, you know, do something this way.

615
00:43:15.920 --> 00:43:22.280
If everybody, if everybody starts doing
if everybody adopts our approach to uh

616
00:43:22.480 --> 00:43:27.800
classic game or archival game releases,
will feel very proud that we were able

617
00:43:27.800 --> 00:43:31.360
to, you know, essentially flip
the script and change the way to say

618
00:43:31.480 --> 00:43:35.840
this is like it's a you know, it's it's our business, but it's

619
00:43:36.000 --> 00:43:42.000
really it really, really is a
cause that we all believe in, Like

620
00:43:42.559 --> 00:43:45.880
we want to preserve video game history, want to do our part, and

621
00:43:46.039 --> 00:43:51.480
we want to treat these things with
the respect that they deserve. And if

622
00:43:51.480 --> 00:43:53.800
that gets other people doing that,
great, If that gets other people saying,

623
00:43:54.159 --> 00:43:58.320
oh geez, like Digital Clips is
a really good job on these.

624
00:43:58.360 --> 00:44:00.840
We gotta hire them to do our
next thing also wonderful, you know.

625
00:44:01.199 --> 00:44:07.920
So yeah, now I'm wondering is
there any and if you if you don't

626
00:44:07.920 --> 00:44:12.119
want to answer this question for fear
that people might think that you're working on

627
00:44:12.159 --> 00:44:15.239
it, that's fine, But is
there any older game that you would love,

628
00:44:15.719 --> 00:44:17.880
like from your youth? But you're
like, man, I haven't played

629
00:44:17.880 --> 00:44:21.400
this in a really long time.
I wonder if this is one. Like

630
00:44:21.440 --> 00:44:23.320
if you were the Twitter feed right
right right, yeah, if you were

631
00:44:23.320 --> 00:44:27.639
the guy on Twitter saying, hey, Digital Eclipse do this, Yeah,

632
00:44:27.679 --> 00:44:30.679
what would that be? Does?
Okay? So does Shagara Miamoto listen to

633
00:44:30.719 --> 00:44:35.840
your podcast? I had, I
had, I had Reggie Feesam episode one

634
00:44:35.920 --> 00:44:37.840
hundred. So maybe okay, okay, so maybe he does. Yeah,

635
00:44:38.079 --> 00:44:42.519
so Miamoto just call me. You
know, you have my number. Um

636
00:44:42.639 --> 00:44:45.960
No, I mean seriously, Like
it sounds crazy, but like I will

637
00:44:45.000 --> 00:44:49.760
say this all the time, like
absolutely, Nintendo get in touch. You

638
00:44:49.800 --> 00:44:54.960
know, like I think that what
we do could actually compliment um, you

639
00:44:55.000 --> 00:45:00.239
know what they have as far as
the the online subscription service. You know,

640
00:45:00.400 --> 00:45:04.119
the context is not there. And
the thing is, the pitch to

641
00:45:04.199 --> 00:45:08.679
publishers is really list Like, if
you're just taking the games and putting the

642
00:45:08.719 --> 00:45:14.000
games out, the audience that you
have is gonna be people who are already

643
00:45:14.199 --> 00:45:17.719
kind of like excited about those particular
games. But it's like, we can

644
00:45:17.760 --> 00:45:22.480
help create new fans. So if
there's something that is dormant, you know,

645
00:45:22.960 --> 00:45:28.400
by putting these things in their proper
context, you know, by doing

646
00:45:28.440 --> 00:45:31.079
it, whether it's the interactive documentary
format or whether it's something like cow bunga

647
00:45:31.119 --> 00:45:35.599
collection, you know, but by
putting this stuff in context and introducing it

648
00:45:35.639 --> 00:45:37.760
to new audiences. And like,
one of the things we found with Atari

649
00:45:37.880 --> 00:45:42.519
fifty is that there were a lot
of people who, just anecdotally on social

650
00:45:42.519 --> 00:45:46.280
media or interviews would say things like, I don't really like Atari that much.

651
00:45:46.400 --> 00:45:50.199
I've never been an Atari fan.
I did not grow up with Atari.

652
00:45:50.280 --> 00:45:53.480
I've never been interested in it.
But in going through the documentary and

653
00:45:53.679 --> 00:45:58.320
learning about these games and learning about
where they came from and why they were

654
00:45:58.360 --> 00:46:01.679
important and who worked hard on them, and learning what to look for when

655
00:46:01.719 --> 00:46:07.679
I play these games, then after
that, when I play the games,

656
00:46:07.920 --> 00:46:15.480
I become more interested in them,
and like that is that is the magic

657
00:46:15.599 --> 00:46:20.760
of doing it this way, which
is getting somebody who did not have any

658
00:46:20.800 --> 00:46:23.280
interest and getting them to the point
where where they do play that game.

659
00:46:23.679 --> 00:46:30.039
Suddenly now they're a fan of food
Fight for the Atari XL or whatever it

660
00:46:30.119 --> 00:46:34.239
is, you know, and so
like that's what's so important about this and

661
00:46:34.320 --> 00:46:37.719
so that's really my that's really my
pitch to to, you know, to

662
00:46:37.880 --> 00:46:40.320
publishers and like why you want to
let us do it and why we want

663
00:46:40.320 --> 00:46:43.719
to do it this way? Yeah, And which makes a lot of sense

664
00:46:43.760 --> 00:46:46.119
because, like as you mentioned Nintendo, I could think of a ton of

665
00:46:46.159 --> 00:46:50.719
games in their portfolio that I haven't
seen the light of day in years that

666
00:46:50.840 --> 00:46:54.519
could really benefit from this sort of
complimentary service. Like you're saying, Star

667
00:46:54.599 --> 00:47:00.320
Tropics is one that comes to mind
immediately, right because nobody knows what that

668
00:47:00.440 --> 00:47:04.480
is outside of like us and Eric
Bailey on Twitter, who I talked to

669
00:47:04.960 --> 00:47:07.440
every once in a while, he's
always mentioning Star Tropics. That would be

670
00:47:07.480 --> 00:47:10.840
a perfect idea. Every company has
games like that that are deep buried in

671
00:47:10.880 --> 00:47:16.440
their archives and haven't come out and
forever even if at all, And I

672
00:47:16.480 --> 00:47:21.159
just think there's a lot of merit
to that not just in the preservation of

673
00:47:21.159 --> 00:47:23.159
what did come out, but also
in the history of these companies that we

674
00:47:23.239 --> 00:47:27.159
may not know about. I feel
like you might even have a possibility of

675
00:47:27.519 --> 00:47:31.920
and maybe you might not agree with
this of a series where it's just all

676
00:47:32.000 --> 00:47:37.639
unreleased games or all prototypes from a
company that never saw the light of day

677
00:47:37.679 --> 00:47:39.280
until now. And here's why here, you know, stuff like that.

678
00:47:40.760 --> 00:47:44.199
Would that be something that you guys
would be interested into? Yeah, I

679
00:47:44.199 --> 00:47:47.360
mean, I think again, like
Coronica, is this really really great test

680
00:47:47.400 --> 00:47:51.079
bed for so many things that we
want to do because we haven't really even

681
00:47:51.119 --> 00:47:53.719
gotten into a lot of this stuff
about like you know, I mean,

682
00:47:53.719 --> 00:47:58.320
one of the other things that we
do in making of Kronica is so we

683
00:47:58.400 --> 00:48:02.800
knew that Jordan used rotoscoping. The
Strong Museum had preserved and digitized that super

684
00:48:02.840 --> 00:48:07.840
eighth film of his dad running around. We had all the steps in the

685
00:48:07.880 --> 00:48:14.039
process because what he did was he
he filmed his dad, He took the

686
00:48:14.119 --> 00:48:17.679
film with a movie editing device and
then traced the frame onto a tracing paper,

687
00:48:19.159 --> 00:48:21.519
and then he took a device called
a versa writer, which was this

688
00:48:21.800 --> 00:48:25.440
very very early like device with like
a stylist for the Apple two, where

689
00:48:25.840 --> 00:48:30.119
you had your stilus and the silus
was attached to a mechanical arm basically like

690
00:48:30.199 --> 00:48:36.599
on a tablet, and you moved
the mechanical arm around you're drawing, and

691
00:48:36.679 --> 00:48:39.719
it would start recreating that on the
screen in front of you based on the

692
00:48:39.760 --> 00:48:45.159
movements of the arm. And then
he that's how he digitized all the frames.

693
00:48:45.199 --> 00:48:52.760
It's an incredibly laborious like like process
that took months. And then once

694
00:48:52.760 --> 00:48:55.440
he had the digitized you know,
versions of the tracing paper, was able

695
00:48:55.519 --> 00:49:00.320
to animate that and that's how he
got like human animation. We have an

696
00:49:00.360 --> 00:49:06.880
interactive thing called Rotoscope Theater in which
I went back and took that video,

697
00:49:07.400 --> 00:49:14.039
found the exact frames from the video
that he traced with tracing paper that he

698
00:49:14.119 --> 00:49:20.639
digitized. That became Chronica Man on
screen and you can compare real life footage

699
00:49:20.639 --> 00:49:23.920
of Francis Mechner with final in game
sprite as if you're in like photoshop,

700
00:49:24.480 --> 00:49:29.599
lay them on top of each other
and see how the real life maps to

701
00:49:29.639 --> 00:49:32.760
give and you do it in an
interactive way, and so that's kind of

702
00:49:32.760 --> 00:49:37.320
like that's something else that we can
do. So Chronica is like a test

703
00:49:37.360 --> 00:49:39.719
bed for a variety of different things. We have a fifteen minute audio only

704
00:49:39.800 --> 00:49:45.440
podcast in the middle of making of
Coronica in which Kirk Hamilton's Yes m former

705
00:49:45.440 --> 00:49:50.760
co worker does the Strong Songs podcast. He basically does a little mini Strong

706
00:49:50.880 --> 00:49:55.440
Songs for the Chronica soundtrack and he
and he just breaks it down as far

707
00:49:55.440 --> 00:50:00.639
as like this is why this music
is so good, and so we're just

708
00:50:00.719 --> 00:50:04.360
like we're putting everything in the kitchen
sync into making a Chronica in terms of

709
00:50:04.360 --> 00:50:07.159
weird while wacky ideas, you know, the director's commentary and all that kind

710
00:50:07.159 --> 00:50:13.480
of stuff to show like here's just
here are just some ways you know that

711
00:50:13.519 --> 00:50:15.639
we can do this interactive documentary format. We can tell the story of this

712
00:50:15.639 --> 00:50:22.440
game in a variety of different ways. And so going on in the process

713
00:50:22.480 --> 00:50:27.400
in the future, it's like there's
we'll come up with even more stuff than

714
00:50:27.480 --> 00:50:31.599
we can do and it'll all depend
on The first step in this process is

715
00:50:32.000 --> 00:50:36.679
well, what's out there? You
know, like, what does the company

716
00:50:36.719 --> 00:50:40.000
have internally? What can we go
research and find on our own, And

717
00:50:40.039 --> 00:50:45.840
then the shape of it sort of
follows from the information that we have.

718
00:50:46.360 --> 00:50:50.800
That's awesome. Do you hear?
These are the lengths that these folks are

719
00:50:50.840 --> 00:50:53.360
going to make sure that the history
of video games is told in a way

720
00:50:53.960 --> 00:50:59.280
that is scinct and informative and most
of all, entertaining. And I have

721
00:50:59.320 --> 00:51:04.760
a feeling that the history of Karatica
or Carroteca or whoever it's pronounced will be

722
00:51:05.039 --> 00:51:07.920
one that is told very effectively,
just as Atari fifty was last year.

723
00:51:08.000 --> 00:51:13.119
Chris Kohler, thank you so much
for your time and your information, and

724
00:51:13.159 --> 00:51:16.559
the interview was great. I look
forward to seeing the history of Carrotcha went

725
00:51:16.719 --> 00:51:22.519
making Karatica Whoa when it comes back, and I look forward to speaking to

726
00:51:22.519 --> 00:51:27.719
you again soon when we're talking about
the next great gold Master series from Digital

727
00:51:27.760 --> 00:51:30.480
Eclipse. Chris, thank you for
your time, Thank you so much for

728
00:51:30.519 --> 00:51:32.239
having me. And with that,
we are at the end of episode number

729
00:51:32.280 --> 00:51:37.239
one hundred and thirty five of the
Chief Stakes End Controllers podcast, as always

730
00:51:37.239 --> 00:51:40.400
presented by Fox PHL The Gambler one
or two point five FM fourteen eighty AM

731
00:51:40.440 --> 00:51:44.519
and iHeartRadio. If you're listening to
these words, you've gotten to the end

732
00:51:44.559 --> 00:51:47.360
of the episode, and I very
much appreciate your time, and I hope

733
00:51:47.360 --> 00:51:51.840
you were entertained and informed, and
I will be back again next week with

734
00:51:51.880 --> 00:51:54.519
the greatest and latest in video game. So I hope you have a fantastic

735
00:51:54.519 --> 00:51:58.519
weekend or if you have a better
week right behind it. And like I

736
00:51:58.559 --> 00:52:24.000
said, we'll be back again next
week with more cheese steaks and control. Baba h

