Episode Transcript
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driving. Allstate Fire and Casualty Insurance
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Company in affiliates Northbrook, Illinois. Coming up
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on this week's show, the Sega Neptune
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is getting revived. The One
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Button Handheld Gaming Console. And Dali
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Lacy Talks, Disney and Dragon's Land.
0:49
And the Retro Hour podcast is brought
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1:52
Hello and welcome to The Retro,
1:54
our podcast, episode number 435, your
1:57
weekly dose of retro gaming and technology news.
2:00
with me, Dan Wood, me, Ravi Abbotts and
2:02
me, Joe Fox. And a very, very warm
2:04
welcome to the podcast every single Friday. Takes
2:07
you back in time to the classic age
2:09
of video games. And of course, brings you
2:11
up to speed on what's been happening over
2:13
the last seven days in the wonderful world
2:16
of retro gaming and technology and brings you
2:18
a veteran of the industry onto the podcast
2:20
in the second half to tell us their
2:23
story. And we've got another amazing guest for
2:25
you this week. Before we do that, I'm
2:27
hoping that this show is going to go
2:29
right. We're not going to drip any sweat into our
2:31
mixes or anything like that. And I will. Lovely image
2:34
to start the podcast with, Dan. We don't do video
2:36
lookalikes. I think that's probably a good thing being that
2:38
we are probably in our pants and desk right now
2:40
because it is very warm here in the UK. A bit of a
2:42
heat wave going on. But that does mean that actually
2:45
it's going to be nice weather this weekend,
2:47
fingers crossed, for the big events. I imagine a
2:49
lot of people now are in the hopefully nicely
2:51
air conditioned vehicles heading to Nottingham for Kickstarter
2:54
that is going to be on this weekend.
2:56
So you ready for it? Yeah.
2:59
Whilst this is coming out, I
3:01
should be setting up the show.
3:03
Yes. You know, it's going to
3:05
be really interesting. We've sold out
3:07
Saturday tickets. And if you don't
3:09
have one, it's going to be tough to
3:11
get one. So, you know, we might have
3:13
some last minute cancellations on the door. You've
3:15
got a Discord, haven't you, for tickets? Yeah.
3:18
And there's a ticket exchange on there as
3:20
well. But also like after
3:22
party tickets, you know, we're hitting about
3:24
200. So that's going to be a
3:26
huge number of people there. And Sunday
3:28
tickets are also available as well. So
3:30
yeah, check out after party
3:32
on Sunday. And also Kickstarter is fully air
3:34
conditioned as well. That's
3:38
a bit of a bonus. I mean, it is like
3:40
25 degrees here. And whenever I mentioned that on my
3:42
Facebook, you know, people are broader like in another warmer
3:44
country like you whims. That's a cold winter's day here.
3:46
We're not used to it though, are we? We're not
3:48
used to anything. A tiny bit of snow where the
3:50
whole country falls apart. Whatever are we used to?
3:53
Cloudy and rain, I think it's been the
3:55
last day. So yeah, all roads lead to
3:57
Nottingham for it. Ravi's massive Amiga event. a
4:00
kickstart that's going to be on this Saturday and Sunday,
4:02
last minute tickets. You can head to
4:04
the website amigashow.com, join the Discord on there as
4:06
well for the ticket exchange if you'd like to
4:08
come along. Fingers crossed we'll see a few of
4:10
you there. Now I did mention that
4:13
of course we have got another brilliant guest on the
4:15
podcast this week and we're going to be talking about
4:17
Dragon's Lair. You
4:19
guys remember playing Dragon's Lair back in the day?
4:21
I never played it back in the day but
4:24
when I went to Florida in 2017 we found
4:26
an arcade that had a cabinet
4:28
in there and I was like, I've
4:30
got this, this is going to be well easy and
4:32
no it wasn't well easy. I
4:36
didn't make it very far at all but really enjoyed
4:38
playing it and then I played it again at
4:41
Arcade Club in Leeds. Obviously
4:44
that had unlimited plays because that's
4:46
where you pay to get in and
4:48
everything's unlimited and I
4:51
got a little bit further before I
4:53
gave up with it. It was a
4:55
notoriously difficult game but graphically, absolutely
4:57
stunning for its time. Yeah it
4:59
was an absolutely groundbreaking title and
5:02
this week we have Darlene Lacey
5:04
on and she was a game
5:06
designer, creative writer and narrative designer
5:08
for AMS who were Advanced Micro
5:10
Computer Systems and they did Dragon's
5:12
Lair but also Space Ace. Do
5:14
you remember Space Ace? I've got
5:16
that on the Philips CDI. Ah
5:20
yes because it was another interactive
5:22
title but also she did one
5:24
called Dog Eat Dog and I don't know if you've
5:26
heard about that. That was a quite
5:28
mature FMV and it was all about the
5:31
office environment and commercial world and you had
5:33
to kind of try
5:35
to put people off and take down
5:37
your enemy and it was a huge,
5:39
huge production. They had 20 actors in
5:42
there and they filmed
5:44
200 minutes of film before
5:47
it got cancelled which I'm sure
5:49
there's going to be some good stories
5:53
about that title and then she went
5:55
on to become a game producer at
5:58
the Walt Disney Company So
6:00
of course, I'm sure you know about
6:02
Doctor Tails on the Nas Joe. Oh
6:04
yeah, absolutely. That's ironic. Yeah, yeah,
6:07
she was a producer for that. Chip
6:10
and Dale Rescue Rangers as well. Mickey's
6:12
Runaway Zoo as well. So there's loads
6:14
of titles that we're going to talk
6:16
about, spanning from the kind of early
6:19
laziness films into Disney games. That makes sense
6:21
that you went to work for Disney as
6:23
well, because I always thought with like Dragons
6:25
of Air and Space, they look like they
6:27
could be Disney movies. Totally. Yeah. They've got
6:29
the same feel and the kind of same
6:31
idea of a narrative in a storyline as
6:33
well going on. Yeah, it's going to be
6:35
really interesting. One getting the story of those
6:38
early AMS laser disc games, Dragons of Air,
6:40
Space Ace and lots more as well with
6:42
our special guest, Darlene Lacey, who will be
6:44
on the show in around half an hour
6:46
from now. But you know the
6:48
way the podcast works. First half an hour is when
6:50
us nerds have a bit of a geek out about
6:52
what's been happening in the world of retro from over
6:54
the last week and some more
6:56
big news stories to sink our teeth into
6:58
this week. And this one actually kind of
7:01
nicely follows on from something we were talking
7:03
about last week when we mentioned that there
7:05
was a modder who basically tried to make
7:07
his own Sega Neptune. Well, it
7:09
turns out if you're if you ever wanted a
7:12
Sega Neptune on your desk, there has
7:14
been some pretty big news from a Brazilian
7:16
company. Now, for people who might not
7:18
be familiar with the Neptune joke, give
7:20
us a bit of background on it.
7:22
Oh, man, I always get completely confused
7:25
with the different Sega planets and what
7:27
they all are. So the Sega Neptune
7:29
was a cancelled console,
7:31
Sega console, which was going to be a
7:34
Mega Drive with the 32X built in, which
7:37
is what I was getting mixed up with with the
7:40
Sega Pluto last week. So
7:43
the Neptune is the one which is a Mega Drive with
7:45
a built in 32X. And
7:47
Sega did show off the prototype of
7:49
it. And it looks I always thought
7:51
it looked a little bit like the
7:54
the Mega Drive to have
7:56
a little bit more of a like, I want
7:59
to say sleek. more angular look to
8:01
it. A little bit like the 32X.
8:04
So essentially, if you got a Sega Mega
8:06
Drive version 2 and mixed
8:08
it with a 32X, this is what you would
8:10
get. I always kind of felt like that. But
8:13
famously, because the 32X flopped,
8:16
they cancelled this, they only ever made the prototype
8:18
and then they moved on to the Sega Saturn
8:21
and the rest is history. But yeah,
8:23
interestingly, there is still a big Sega
8:25
community in Brazil, which I'm sure a
8:27
lot of people already know about with
8:29
Tectoy, etc. But
8:31
this is a completely different
8:33
company and I don't want to butcher
8:36
their name, but they're
8:38
making an FPGA based Neptune
8:40
clone console. I think they're
8:43
called Games Care. Games Care,
8:45
right. Okay. And interestingly,
8:47
it is completely based on
8:49
the prototype model of the
8:51
Neptune in a nice silver
8:53
case rather than a black one. So
8:55
a little bit different. And it
8:58
is going to include the Mega Drive slot
9:00
and it is going to be able to play 32X cartridges as well,
9:04
which is really interesting. But
9:06
it will also have an SD slot on
9:08
there and also be compatible
9:11
with Sega CD, which is really interesting.
9:14
Well, this is an FPGA based console as well. So
9:16
I mean, when I first heard about this, I thought
9:18
it just couldn't be like a like a Raspberry Pi
9:20
in there that does emulation or whatever. But
9:22
no, this is like, you know, FPGA, obviously, hardware
9:26
simulation. I think it's generally the
9:28
best way to describe it because if you mentioned
9:30
the E word, everyone goes ape. You know
9:32
what I'm talking about? FPGA. It's actually
9:34
hardware that's simulating the hardware. So it's
9:36
generally a lot more compatible than using
9:38
a software emulator, for example, should be
9:41
pretty much as MZ original. But yeah,
9:43
it is interesting. So I think obviously
9:45
there's always been a desire for cancelled systems,
9:48
particularly stuff that's become collectible over time. You
9:50
know, everyone would have loved to have a
9:52
Sega Neptune on their desk. Although
9:54
there are a few things that I think are
9:57
bizarre design decisions from
9:59
this. Now. You
10:01
did mention that you got the SD card slot, which I think is
10:03
great. You know, basically you can download all the games, play them on
10:05
that. Makes complete sense in 2024 to have that,
10:08
but also be able to play the original cartridges. I
10:10
think that's really good. It's got
10:12
wifi and an online store as well, apparently. So
10:14
you can purchase games online, which is very good.
10:17
You can apparently link it up to a proper Mega
10:19
CD as well. So it will work the Mega CD.
10:22
The weird things for me are the fact
10:24
that, yeah, firstly, it is silver, not
10:27
black. I wonder why they've gone with that
10:29
decision because surely if you've
10:31
always kind of craved one of these, you'd want it to kind of
10:33
look as similar to the original prototype
10:35
as possible. You would have thought. Yeah,
10:38
and to me, like, you know, those classic Sega consoles,
10:40
I mean, I know there are different colors in different
10:42
parts of the world, like in Japan. Maybe there's rights
10:44
surrounding it. Maybe they can't do that. It
10:47
could possibly be the case, but yeah. But
10:49
I mean, it looks very similar otherwise, doesn't it? Yeah, that could
10:51
be the reason why, but it's just for me, you know, when
10:54
I think of like that era of
10:56
Sega, the Mega Drive, the Saturn, you know,
10:58
that kind of sleek black look. The CD?
11:01
Yeah, the CD as well. Yeah, I mean, they
11:03
all look like that in that period, early to
11:05
mid 90s, before the Dreamcast came along, you know,
11:07
from Sega. So I think it
11:09
is a bit of a shame that it doesn't look like
11:11
the prototypes did. And also the
11:14
video output as well, apparently it's going to just have
11:16
HDMI 1080p. Well,
11:19
that's a step up for Brazil because if
11:21
you look to the Sega consoles that were produced
11:23
in few years, it was still component. You
11:26
know, even when HDMI was introduced, because I was
11:28
saying a lot of people were still
11:31
using those televisions. So 1080p
11:33
HDMI is pretty good. But
11:36
personally, I'd want, you know, that is, I think having
11:38
that option there completely makes sense today. And I imagine
11:40
a lot of people would use that. But I think
11:42
the world will also be a large
11:45
selection of potential customers, me included, that would love
11:47
some like RGB kind of output or SCART, you
11:49
know, to be able to connect it to a
11:51
CRT, which, you know, is obviously how
11:53
those games were designed to be played on, you know, the
11:55
mental look like that back in the day. So I think
11:57
I always prefer, and I'm definitely not a lot of people.
37:48
So the King's new lemonade lineup
37:50
is here. Name and a lemonade
37:52
The Smoothie King Way try strawberry.
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Guava Lemonade ask refresher over
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ice a power up in
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it can energize, or a
38:01
blueberry lemonade smoothie lead it
38:03
up being. Made
38:06
with real fruit. Real juice for
38:08
a real sipping good summer. Yeah
38:10
yeah, Data is no Smoothie Kings
38:12
New lemonade lineup of for a
38:15
limited time. Who. Stars Day.
54:00
point. And so we
54:02
were looking for other ways to kind
54:05
of salvage the spirit of what we
54:07
were doing. And I
54:09
wasn't that involved on the
54:11
executive level with it. But
54:15
somehow or another, Rick Dyer
54:17
and Don Bluth got together
54:20
with the idea that we
54:22
could potentially create an arcade
54:25
game version of what we
54:27
had been doing. And that
54:30
if that succeeded, that could
54:32
generate the revenue to help
54:34
fund further development of the
54:36
fantasy machine. And so it
54:38
was a very tight
54:41
deadline. It was a very tight
54:43
budget for something as ambitious as
54:45
it was. And so we
54:47
all had to scramble very
54:50
quickly and sort of shift gears from
54:52
what we were doing. The
54:55
idea was to take a little bit
54:57
of really the leading
54:59
title that we had for the fantasy
55:01
machine was called The
55:03
Lost Woods, which later became
55:06
Thayer's Quest with the
55:08
Halcyon unit. But it was
55:10
this sort of medieval fantasy. And
55:14
so we thought that that was
55:16
probably our strongest suit for a
55:19
type of title that might catch
55:21
the interest of people at the
55:23
arcade. And so we
55:26
had to figure out really quickly
55:29
how we were going to design
55:31
this game. But we had some
55:33
background in it because we were
55:36
already working on
55:38
creating interactive stories using
55:40
these film strips. And
55:43
so we were faced with
55:45
this really sort of daunting and
55:47
unique challenge of whatever
55:50
it is you're going to design, you
55:52
have to commit to it because it's
55:54
going to be animated, it's going to
55:57
be printed to film, it's
55:59
going to be to be printed on
56:01
the laser disc, burned to the laser
56:03
disc, so it had better work. And
56:06
so when we looked at
56:08
the challenge with this, especially with
56:10
an arcade game, because normally with
56:13
an arcade game, you
56:15
have so many options, right? You can
56:17
go anywhere, you can do anything. But
56:19
with this, we had to break
56:21
the world down into these
56:24
little video segments. And
56:26
we had to connect them up and
56:28
we couldn't have infinite or a huge
56:30
number of branching options.
56:33
And so we had to
56:35
create something very tightly designed.
56:37
So we set to work with these
56:39
type designs with these vignettes that we
56:42
all know from Dragon's Lair. And
56:44
the art department storyboarded them.
56:46
And we figured out to
56:49
say, okay, let's say like it's
56:51
Dirk and the burning ropes and the
56:53
swinging ropes, he's going to start here,
56:56
the ropes are going to swing like this.
56:58
And when the ropes reach a certain angle
57:01
and, you know, distance from Dirk, this
57:03
is the time where he can jump
57:05
and he can successfully swing on the
57:07
rope. And if he doesn't
57:09
hit this window of frames, then
57:12
he's going to fall or what have you
57:14
or just not catch the ropes. And so
57:17
we story meticulously
57:19
storyboarded all these scenes
57:22
and scenarios and then we took
57:24
them to Don Blue Studios. Oh,
57:27
and then also I should add, because
57:29
you're asking about how things changed.
57:31
Yeah. Originally, we thought that our
57:33
hero, he was going
57:36
to be a guy named Rolfe. And
57:38
Rolfe was going to be sort of
57:40
your typical ass-kicking action hero kind of
57:43
guy. And so we took
57:45
all these ideas and these storyboards of Don
57:47
Blue Studios and he looked them over and he
57:52
came back with Dirk to the
57:54
daring, which surprised us because Dirk
57:56
looked a little bit like a
57:58
doofus, right? And
58:01
we were surprised by that, really.
58:03
But in hindsight, obviously, Dirk the
58:05
Daring was a good idea. And
58:08
so, and then he, I think, I'm not
58:10
sure where Princess Daphne came into it, but
58:12
we were also surprised by her because she
58:15
was much sexier than anything
58:17
that we had been envisioning. So
58:19
he was really in charge of the
58:22
characters and sort of taking it and
58:24
turning it into this cartoon movie kind
58:26
of experience. And he set
58:28
forth with making all these beautiful locations
58:30
and scenes and everything. But
58:33
what really surprised us, and
58:36
keep in mind, too, we were
58:38
on this breakneck development cycle, was
58:40
that he looked at our very
58:43
static, tight storyboards and said, well,
58:45
this is very boring from, you
58:47
know, cinematography kind of point of
58:49
view. And so he
58:51
made all these cuts, camera angle
58:54
cuts. And he also changed our
58:56
backgrounds to include doorways and passages
58:58
that we had nothing scripted
59:01
for. And we didn't
59:03
have any time to develop all kinds
59:05
of new scenes and cutaways for the
59:07
design where Dirk could go through that
59:09
doorway, you know. And
59:12
so we found ourselves with something
59:14
much more beautiful than we were
59:16
picturing, but also with a lot
59:18
of gaps in it in
59:21
terms of what you
59:23
could do interactively. And
59:25
we were out of time. We were out of
59:27
money. And so the solution
59:29
that was arrived at is
59:32
that Don would animate
59:34
a lot of blockers.
59:37
And that's where we started to get lots
59:39
of, you know, goo and
59:41
tentacles and other things that
59:43
came in to block your
59:45
passageway. And so none of
59:47
that was part of the
59:50
game design. And yeah,
59:52
I should probably add too, because you'll probably
59:54
wonder about it. The flipped
59:56
scenes, that was also
59:58
because we looked. And
1:00:00
we said, oh, shoot, we don't have
1:00:02
enough footage here to really make a
1:00:04
long game. And so
1:00:06
the solution was to flip the
1:00:09
scenes. And unfortunately, in some cases
1:00:11
with everything being mirrored, like ye
1:00:13
olde whirlpools, the text got flipped
1:00:16
and reversed. But there was
1:00:18
nothing we could do about it. It
1:00:20
was what it was. But if anybody's
1:00:22
wondering why the design was a little
1:00:25
kind of strange, that was a lot
1:00:27
that had to do with it. Well, I
1:00:29
was wondering what the relationship was like then,
1:00:31
because it was Rick Dyer
1:00:33
Industries and Don
1:00:35
Bluth Studios. And how
1:00:37
important was that background? And what was it
1:00:39
like working with the two studios and
1:00:42
the two guys? Well, it was
1:00:44
really stimulating, you know, because we came
1:00:46
in as the game design experts, even
1:00:48
though, of course, you know, we
1:00:50
had no experience making a laser disc game. And
1:00:54
Don Bluth came in as the
1:00:56
animation and character and story expert,
1:00:59
even though we were writers. And
1:01:01
so and then, of course, we
1:01:04
had cinematronics down in San Diego
1:01:06
as the cabinet
1:01:08
makers and the technology. And all three
1:01:10
really had to work together. But
1:01:13
it was really cool because suddenly we had
1:01:16
a professional animation studio working
1:01:18
with us. And that's the sort
1:01:20
of thing that, you know, today
1:01:22
with, you know, gaming studios, they
1:01:24
probably wouldn't think much of it.
1:01:26
But for us, it was like,
1:01:28
wow, we've hit the big time
1:01:31
with this. And it was
1:01:33
really cool to go into the
1:01:35
Don Bluth studios and see
1:01:37
the rotoscoping that they were using
1:01:40
and other techniques like that. That
1:01:42
was totally new to us. And
1:01:44
I think those were probably some
1:01:47
of the earliest or first times that
1:01:49
those techniques were used for computer games.
1:01:52
And of course, we were able to do
1:01:54
something visually that was really
1:01:57
unparalleled. And so it was exciting
1:01:59
to see all that. come together. It was
1:02:01
a great, great kind of transition. I was
1:02:04
wondering how the studio cost low
1:02:06
at the time as well. You know, I'm
1:02:08
not sure about the animation. I know we had
1:02:11
a very tight budget when it came to the
1:02:14
animation and I know
1:02:16
they worked around the clock with it. I
1:02:19
think limiting the scenes and flipping the
1:02:21
scenes was a major part of it.
1:02:24
And really, AMS, we were a very
1:02:26
kind of low cost
1:02:28
kind of studio. I think people
1:02:30
would have a hard time if
1:02:32
they work in the industry today
1:02:34
to imagine what it was like
1:02:36
back then. Even when I was at Disney,
1:02:39
we just had these skeleton
1:02:41
crews. We had a couple
1:02:43
of artists. We had a
1:02:45
handful of writers, game designers.
1:02:47
We had a handful of
1:02:49
programmers. And then just a
1:02:51
smattering of staff here and
1:02:53
there. Most
1:02:55
of us were college
1:02:57
students. Rick Dyer
1:03:00
was able to keep cost downs from
1:03:02
that perspective as well because we were
1:03:04
all just working our way through college.
1:03:06
But he had a lot of really
1:03:08
talented people there. So
1:03:11
it all worked out with that kind of
1:03:14
budget. But I think you'd have a
1:03:16
hard time doing that today. What about
1:03:18
the sound recording as well? Because I know there was
1:03:20
a lot of voice samples
1:03:22
in there and stuff. Yeah, I
1:03:24
think all the sound. It was a little hard for
1:03:27
me to remember that. I think it was done by
1:03:30
Don Bluth at AMS.
1:03:32
We had this attic
1:03:34
that was always
1:03:36
being repurposed for one purpose or
1:03:39
another. And Rick put in a
1:03:41
sound studio up there
1:03:43
that we were using for
1:03:45
the Lost Woods and our other projects. And
1:03:47
so that was something new as we were
1:03:50
starting to delve into
1:03:52
multimedia. But it was kind of
1:03:54
funny because it was in
1:03:56
the attic. And so it had this very low
1:03:58
ceiling. And so some of our... staff
1:04:01
were very tall people and we would all have
1:04:03
to crouch and get into it. It
1:04:06
felt like some sort of old
1:04:08
woman in the shoe kind of
1:04:10
studio. So that
1:04:12
was my personal experience
1:04:14
with sound recording at the time. Well,
1:04:17
I remember seeing Dragon's Lair in the arcade back
1:04:19
in the 80s. And when I saw that game
1:04:21
for the first time, it looked like something from
1:04:23
the future. Every other game around
1:04:25
was like 8-bit or maybe even 16-bit
1:04:27
sprite-based games. Seeing Dragon's Lair, I wasn't
1:04:29
aware that video games could look like
1:04:31
that. So do you remember
1:04:33
seeing the kids' reaction to the
1:04:36
arcade when it first entered the arcade? I do.
1:04:38
I mean, it was incredible.
1:04:40
And I
1:04:42
won't lie to you. When we were
1:04:44
playtesting the game, we
1:04:47
were going to make it a
1:04:49
50 cent pop game and it
1:04:51
was so hard to play, right?
1:04:54
And if you didn't know the design,
1:04:56
you could die so quickly in this
1:04:58
game. And I just thought, I don't
1:05:00
know if this is going to fly.
1:05:02
It looks great. But from
1:05:05
a gameplay point of view, it
1:05:07
was really asking
1:05:10
a lot. Sometimes you just
1:05:12
had to keep playing the game until you
1:05:14
figured out what the game wanted from you.
1:05:16
So I had my doubts and
1:05:18
we put it out there. And
1:05:20
as you know, it just took
1:05:22
over the world. It was phenomenal.
1:05:25
And I remember going to the mall
1:05:28
and seeing just the spillover
1:05:31
of people outside of the arcade.
1:05:33
I believe it was Kingdom of
1:05:35
Oz. And all
1:05:38
these people were gathered around, not
1:05:40
only in the arcade, it was
1:05:42
standing room only, but outside looking
1:05:44
through the window, watching some players
1:05:48
working their way through it. They had
1:05:50
it up on a pedestal so people
1:05:52
could watch. And that's the first time
1:05:55
I've ever seen anything like
1:05:57
that. And I actually have a binder
1:05:59
that that I kept of all the
1:06:01
news clippings that were flowing in on our
1:06:03
telephax with
1:06:06
all the stories of these
1:06:08
arcades and the crowds that they
1:06:11
would draw. It
1:06:13
was astounding and
1:06:15
really exciting to be part
1:06:17
of it. They had a
1:06:19
playoff on it on the
1:06:21
TV network show. That's incredible.
1:06:24
If people haven't seen that, you can probably find
1:06:26
that on YouTube. It
1:06:29
was like Dragon Slayer was a celebrity.
1:06:32
It was incredible. I do remember
1:06:34
going on the game though and literally dying in on
1:06:36
that first bit when you go over the drawbridge. Probably
1:06:39
about 20 times and then running out of money.
1:06:41
But I remember I just wanted to see what
1:06:43
was next. Do you remember the kids
1:06:46
having to learn? So it was definitely a game of reaction,
1:06:48
wasn't it? Did that kind of stun people a bit at
1:06:50
first like it did me? Yeah, no.
1:06:52
I mean, people were very frustrated with
1:06:54
it. I do think those who made it from
1:06:57
start to finish, they sort of became celebrities
1:06:59
in their own right. But
1:07:02
you better have a lot of
1:07:05
quarters. And that was something
1:07:07
that, I mean, if I didn't have unlimited
1:07:09
lives, so I could
1:07:11
do all the play testing, I mean, I would
1:07:13
have never played that game. But
1:07:16
also I created a design to
1:07:19
show how you could jump around from
1:07:21
frame to frame if anyone wanted to
1:07:23
program it to win the game. So
1:07:26
I knew the game like the back of
1:07:28
my hand, but only because not only
1:07:30
was I part of the design team, but
1:07:32
because I could play it infinitely. You
1:07:34
could probably go into the arcade and impress
1:07:36
a lot of kids doing that. Yeah. I
1:07:40
was wondering, was there anything cut from the game that
1:07:42
you wish had been kept in? You know, there were
1:07:44
a few little small scenes I remembered
1:07:46
that became like the hidden scenes or
1:07:48
the Easter eggs. It's hard for me
1:07:50
to really remember now. There
1:07:52
are just some little snippets, but
1:07:55
no, I think pretty much everything
1:07:57
we designed, more or less,
1:07:59
wow, up in there because again,
1:08:01
time was of the essence and we
1:08:04
didn't have time to design a
1:08:06
lot of surplus. It was a very
1:08:09
let's get it done kind of
1:08:11
design process. And did you
1:08:13
enjoy going into that kind of sci-fi
1:08:16
theme away from fantasy with Space
1:08:18
Ace? Yeah, I think in
1:08:20
general, you know, that's something that I'm
1:08:22
more drawn to. I was
1:08:24
never that much into, you know,
1:08:28
fantasy really, you know, the knights
1:08:30
and the swords and stuff. It's
1:08:32
okay. It's not really like my
1:08:34
primary interest. And so Space Ace
1:08:36
was fun to design. At
1:08:39
that time, I think, you know, a lot of people were
1:08:41
kind of coming and going at AMS because
1:08:44
there was a lot of opportunity, you
1:08:46
know, we had designed the first games.
1:08:48
And if I recall correctly, I believe
1:08:51
that it was me
1:08:54
and Shannon Donnelly who went up
1:08:56
designing Thayer's quest as well as
1:08:59
the two of us that
1:09:01
mostly co-designed Space
1:09:03
Ace. But when we
1:09:06
gave our storyboards over to Dom
1:09:08
Bluth, he, I think
1:09:10
he threw out almost entirely everything
1:09:12
that we had done other than
1:09:15
some core ideas. And he
1:09:17
changed the game design to suit
1:09:19
his purposes. So really in the
1:09:21
end, there's not much of anything
1:09:23
that I worked on that is
1:09:25
visible in Space Ace. So
1:09:27
when did you leave AMS? And how did
1:09:30
you make the move to the Walt Disney
1:09:32
Company? Because that must have been an interesting
1:09:34
move. Yeah, you know, so I
1:09:36
left AMS. I joined in 1981. I left in 1983
1:09:38
because AMS was growing. And
1:09:45
so they were going to move the office,
1:09:47
our little strip mall office in Pomona, to
1:09:50
Carlsbad down by the coast,
1:09:52
which would have required moving
1:09:55
for me, which I really
1:09:57
didn't want to do. And
1:10:00
around that time I was graduating from
1:10:02
college, and so it just seemed like
1:10:04
the right time to go. And
1:10:07
it turned out to be a really good
1:10:09
move for me because what I did
1:10:12
next was I worked for Sega of
1:10:14
America, Golfin'
1:10:18
Western, Paramount Studios. They
1:10:21
were looking to make laser disc games, arcade
1:10:23
games. And so I became part
1:10:26
of a little tiger team and
1:10:28
went to work at Paramount Studios. We
1:10:30
were working on a game, a
1:10:33
Star Trek laser disc coin-op
1:10:36
game, which was really exciting
1:10:38
and cool. We did
1:10:40
not get to finish it because
1:10:42
that's at the time where the bottom
1:10:44
fell out of the laser disc arcade
1:10:46
game market. So that
1:10:48
was really disappointing, but I
1:10:51
was able to do a lot more design-wise
1:10:54
and really being tapped in with the studio
1:10:56
than we had access to at the time
1:10:58
at AMS. And after that,
1:11:00
I worked on some
1:11:02
CDI game designs and
1:11:05
other things like that. I was really kind of
1:11:07
in the genre of early multimedia, but
1:11:13
the opportunities there were also kind of
1:11:15
hit or miss and often required
1:11:18
moving, let's say moving up to the
1:11:20
Bay Area, and I didn't wanna do
1:11:22
that. I'm kind of a Los Angeles
1:11:24
girl. So for a while
1:11:26
I didn't do anything at all, except I
1:11:28
was working on my own text
1:11:30
adventure games, on
1:11:34
my own just freelance. I wanted
1:11:36
to do this game called the
1:11:38
Case of the Leading Lady, which
1:11:40
was like a big text adventure
1:11:42
mystery on a ship, cruise ship
1:11:44
kind of thing. But
1:11:47
I wasn't doing much. And so anyway,
1:11:49
when I was at Sega Gulf and
1:11:51
Western, I worked
1:11:54
with Sam Palanuk who had made
1:11:57
the coin up Sega game. for
1:12:01
Sega, what was it, Gremlin
1:12:03
as well back in the day. He was
1:12:05
kind of a famous game designer. And
1:12:08
we had lost touch, but he called me up and
1:12:11
said he was working at Disney. They
1:12:14
were looking to start making computer
1:12:16
games and they wanted
1:12:19
to bring in some really innovative
1:12:21
thinkers with that to be the
1:12:23
first line of producers. And so
1:12:26
it wound up
1:12:28
being me, Sam Palanuk and David Mullick,
1:12:30
we were the three that basically
1:12:33
launched Disney's
1:12:35
entry into the computer game
1:12:37
market. What was it like
1:12:39
working with David as well? Because he's
1:12:42
absolutely legendary in the video games world. Oh,
1:12:44
it was so much fun. I mean, we just
1:12:46
had the best time. Again, we
1:12:48
had this sort of cream of the
1:12:50
crop there. And
1:12:53
I feel pretty honored to be included
1:12:55
with it because I was doing multimedia
1:12:59
and we were looking to do more of your basic C64,
1:13:05
Apple II, IBM PC kind of games,
1:13:07
which I really didn't have any experience
1:13:09
with. And so
1:13:12
I had to really kind of rethink
1:13:15
how I approached game design
1:13:17
with it, which was also stimulating for
1:13:19
me. But those
1:13:21
two, they also gave me some
1:13:24
inspiration and experience with that as
1:13:26
well. And so David, he was just
1:13:28
a pleasure to work with and had
1:13:30
a lot of great ideas as did
1:13:33
Sam as well. And I think
1:13:35
I brought a lot of interesting ideas
1:13:37
to the table as well. So it
1:13:39
was a very creative dynamic. Was
1:13:41
it strange for you moving from kind of
1:13:43
full video to
1:13:47
computer graphics and the change that happened
1:13:49
and how did you kind of adapt
1:13:51
to that? Yeah, it was a
1:13:53
challenge because not only was I
1:13:56
used to having the luxury of
1:13:58
multimedia and had to really... stripped
1:14:00
down my designs, they put me in
1:14:02
charge of the value line on top
1:14:04
of everything, which was just one five
1:14:06
and a quarter floppy disk to create
1:14:09
some sort of compelling computer game experience,
1:14:11
which was a challenge. But on top
1:14:13
of that, it was Disney,
1:14:15
the Walt Disney Company. So it
1:14:18
has to look as great as
1:14:20
possible. You know, people have, you
1:14:22
know, expectations. And so when
1:14:25
I was designing these games, I
1:14:27
was always pushing, can't we make
1:14:29
this a little nicer? Can't we
1:14:31
do something a little bit more? But
1:14:34
also drawing on that early experience
1:14:36
with Pong, right? To say a
1:14:39
fun game is a
1:14:41
fun game. And
1:14:43
so looking to kind of bring that
1:14:45
concept to whatever it was that I
1:14:48
was making, and how can we
1:14:50
pack as much content
1:14:52
into the, you know, the
1:14:54
small format as possible. So
1:14:58
it was really a new
1:15:00
challenge in terms of game design. But
1:15:02
also as a producer, I
1:15:05
had to really be the advocate
1:15:07
and say, can't we just
1:15:09
find some creative way to make
1:15:12
this a little better? I was going
1:15:14
to ask about that, because I've seen like, you
1:15:16
know, Disney have got like style guides and Bibles
1:15:18
that you have to stick to about how, you
1:15:20
know, even characters' eyes can look and how they
1:15:22
move and everything like that. I mean, was there
1:15:25
much of an approval process? Because obviously, these are
1:15:27
very well known characters that you're working with now
1:15:29
at Disney. Yeah, it was
1:15:31
tough, especially in the first
1:15:33
years, you know, because, you know, let's
1:15:36
say you have something like the Amiga
1:15:38
or, you know, the Commodore 64, you
1:15:40
have some options with the graphics a
1:15:43
little bit more than you would, let's
1:15:45
say, especially with the PC in terms
1:15:47
of animation, or the Apple II.
1:15:49
It was just terrible
1:15:52
across the board. And
1:15:55
so you have something like Mickey Mouse.
1:15:58
And the whole thing with Mickey Mouse, Mickey
1:16:00
is to have him
1:16:02
look on model is dependent on
1:16:04
having these very subtle curves to
1:16:07
his shape of the head, the
1:16:09
placement of the ears, the curves
1:16:11
of the eyes. And,
1:16:13
you know, Mickey can just melt
1:16:15
like in an instant. Wait, if
1:16:17
you have too few pixels for
1:16:20
him. And I remember sitting
1:16:22
there myself just clicking away
1:16:25
in deluxe paint, trying to
1:16:28
make Mickey look a little better, you know,
1:16:30
it's like, here, let me take a go at
1:16:32
it. Because often you had
1:16:35
programmers in charge of the graphics
1:16:37
and programmers often didn't
1:16:39
have the fine look at it.
1:16:42
They're like, oh, well, this is good enough. It's like,
1:16:44
well, I don't think it is because it's
1:16:46
never going to get approved by Disney's
1:16:50
creative services. And
1:16:52
we would have these packets that
1:16:54
we could work with with line
1:16:56
art for the characters and all
1:16:58
the style guides. But again, no
1:17:00
blame on anybody because you reduce
1:17:02
it down to a few chunky
1:17:04
pixels or just even with the
1:17:06
colors, you know, it's very hard
1:17:09
to make the characters look good.
1:17:12
But I will say this, I think
1:17:14
we did accomplish a lot using
1:17:16
those limited palettes and pixels.
1:17:18
I just took a lot
1:17:20
of trial and effort to
1:17:22
make them look as good as they did. So
1:17:25
Donald's Alphabet Chase was converted to
1:17:27
systems with, you know, lessographic
1:17:30
options and stuff like the
1:17:32
ZX Spectrum. And, you know,
1:17:34
you had the Amstrad versions as well
1:17:37
and also the Commodore 64. How
1:17:40
was it kind of porting all
1:17:42
of these? And did you have any involvement with
1:17:44
that process? Yeah, I had to
1:17:46
look at all of them and approve
1:17:49
the specs. I think the way we
1:17:51
went about it was we came up
1:17:54
with the gold standard design and said,
1:17:56
this is the best it's going to
1:17:58
look. we would look
1:18:00
at the ports and say, okay,
1:18:03
what compromises do we have to make
1:18:05
for this one? And sometimes
1:18:09
we would change the design a
1:18:11
little bit to work around limitations.
1:18:13
We did a lot of hand
1:18:15
crafting from port to port to
1:18:17
make sure things looked as good
1:18:19
as they did. I don't know
1:18:21
if Disney's creative
1:18:23
services looked at each and every
1:18:26
port. I think they
1:18:28
understood that sometimes it
1:18:30
is what it is. But I did.
1:18:32
And I would go through, I actually
1:18:34
did a lot of handwork myself, even
1:18:41
though as a producer, I didn't
1:18:44
have to do that because
1:18:46
I was just trying to make
1:18:48
things as good as they could
1:18:50
be. For example, on another one
1:18:52
of those preschool games, Goofy's Railway
1:18:54
Chase, I
1:18:56
didn't get that right. Goofy's Colors
1:18:59
and Shapes, I think it was called. I
1:19:01
can't remember now. In any event, I
1:19:03
wrote the theme song and digitized
1:19:06
it and did some things like
1:19:08
that to brighten
1:19:10
it up as much as I could.
1:19:13
So I was very hands-on with every
1:19:15
port. It's interesting you
1:19:17
mentioned then about the educational aspect of it
1:19:19
as well. Did Disney see that as being
1:19:21
important that games were educating their audience? Yeah,
1:19:24
they did. We had a couple
1:19:26
of, as we
1:19:28
would call swim lanes today, but we
1:19:30
didn't back then for Disney software. We
1:19:33
had the educational
1:19:36
component of it. We were particularly
1:19:38
working on the early learners and
1:19:40
preschool, which was an interesting design
1:19:43
challenge in itself. And
1:19:45
then we were looking at
1:19:47
the core Disney branded games,
1:19:49
Dick Tracy and things like
1:19:51
that, Roger Rabbit, DuckTales,
1:19:54
obviously with the Nintendo games people
1:19:57
are familiar with using the
1:19:59
license. properties. But then we
1:20:01
also developed our Buena Vista
1:20:03
software label. And I was
1:20:06
kind of a driving force
1:20:08
with that because I wanted
1:20:10
to create new IP for
1:20:12
Disney. My feeling was,
1:20:14
why not? We're creatives. We're generating
1:20:17
new content. Why must we be
1:20:19
limited to the Disney
1:20:21
characters? And so I started
1:20:24
designing a whole series of
1:20:26
adult adventure games and advocated
1:20:28
for the idea that
1:20:30
it could be the Buena Vista label,
1:20:33
much like Disney was doing with their
1:20:35
movies. And as fate would have it,
1:20:37
none of my games actually made it
1:20:39
onto the Buena Vista label, I don't
1:20:42
believe. But that became another track
1:20:45
that we were on at Disney
1:20:47
Software. Well, before we get
1:20:49
into that, we'll get into DuckTales, which
1:20:51
was an absolutely stunning game and
1:20:54
had a lot of attention to detail
1:20:56
as well. What was it like
1:20:58
working on this title? DuckTales was really
1:21:00
an easy title to work on.
1:21:02
It was really a pleasure. I've
1:21:05
talked about it a lot online,
1:21:07
but just for anyone who doesn't
1:21:09
know, David Mulloch was the original
1:21:11
producer on it. And he did
1:21:14
a lot of the footwork getting
1:21:16
it started. And I think somewhere
1:21:18
around midstream, he was moving
1:21:20
over to do some other titles that
1:21:22
needed more of his attention. And so
1:21:26
I was asked to finish it.
1:21:28
And so by the time I
1:21:30
received it, a lot of
1:21:33
really great things were already in
1:21:35
place, you know, the game mechanic,
1:21:37
the world, a lot of
1:21:39
the music, some of it still changed, but
1:21:42
it was well underway. And so I came
1:21:44
in to really kind of give it the
1:21:46
spit and polish at the end, you know,
1:21:49
probably my most notable changes
1:21:52
involved the dialogue, which needed
1:21:55
a lot of work. You
1:21:57
know, when you talk about
1:21:59
characters, being on model, it's not
1:22:01
just how they look or how they move,
1:22:03
but it's also how they speak. So
1:22:06
I pretty much rewrote the dialogue
1:22:08
and adjusted it to make it
1:22:10
fit well within the tiny little
1:22:12
text window constraints that we had
1:22:14
on the NES system at
1:22:16
the time. And
1:22:19
then also gave more guidance
1:22:21
in terms of certain things that
1:22:23
were like a little off model,
1:22:26
things that Scrooge
1:22:28
McDuck wouldn't
1:22:31
necessarily collect or things, just
1:22:33
like the props and the sprites that they
1:22:35
were using, making them more
1:22:38
on brand. Probably really
1:22:40
my biggest contribution is
1:22:42
the infamous ending to
1:22:45
DuckTales, which had ended
1:22:47
with Scrooge McDuck making
1:22:50
a proclamation about the
1:22:52
most important thing in
1:22:54
life. Talking to Huey
1:22:56
Dooey and Louie is Dream and Friends,
1:22:59
and that has that sort of a
1:23:01
cult following. Do
1:23:05
you still get a lot of interaction from
1:23:07
DuckTales fans as well? I
1:23:09
do, I do. People love that
1:23:11
game and people talk about Dream
1:23:14
and Friends. There's like a website,
1:23:16
dreamandfriends.com. And I loved it so
1:23:18
much because it was so heartfelt,
1:23:20
but I felt like it really
1:23:22
wasn't capturing the spirit or the
1:23:24
language of Scrooge McDuck.
1:23:26
So it pained
1:23:28
me, but I rewrote it and created
1:23:30
the new ending to it, which I think
1:23:32
was the right decision, but it was a
1:23:34
hard decision to make. Obviously, that game was
1:23:37
published by Capcom. So what was the
1:23:39
relationship with Disney and Capcom like? Oh,
1:23:41
it was really positive. It was
1:23:44
a great relationship. And keep
1:23:47
in mind at the time,
1:23:49
we didn't really have email or
1:23:51
any easy way to communicate with each
1:23:53
other. So there was a lot of
1:23:56
DHL, FedEx going on with the carts
1:23:58
going back and forth. And
1:24:01
so, you know, and a lot
1:24:03
of correspondence. And so I would write up
1:24:05
notes and send them off. Usually
1:24:07
I believe fax it to them. And then
1:24:09
they would send a new EPROM to put
1:24:11
in the cart. And then I could play
1:24:14
test it. I mean, really, it was
1:24:16
kind of me and them, you know, back
1:24:19
in the day. We didn't have a lot
1:24:21
of testers, game testers. And so
1:24:23
I would get the cart. I would play it through.
1:24:26
Thank goodness again for unlimited lives.
1:24:29
Type up a bunch of notes, send it off to
1:24:31
them. And they
1:24:33
seemed really appreciative of the thought
1:24:35
that I was putting into it
1:24:37
and the concise level of changes.
1:24:39
You know, some producers, they
1:24:42
start to dream a lot and make
1:24:44
a lot of big changes. I
1:24:46
was always looking at it from the point of
1:24:48
view. Hey, they have already
1:24:50
put a lot of great ideas into
1:24:53
it. How can I support them by
1:24:55
making a few little changes to
1:24:57
make it even better? And
1:25:00
let's get this done on time and make
1:25:02
it as great as it can be. And
1:25:04
so I think they appreciated my role with
1:25:07
that. And we use that same
1:25:09
system for Chip and Dale's Rescue
1:25:11
Rangers, Mickey's Dangerous
1:25:13
Chase, and Adventures in the
1:25:16
Magic Kingdom. Well, I
1:25:18
remember you saying, you know, one of Vista
1:25:20
Software as well was kind of a way
1:25:23
of Disney focusing on more adult titles.
1:25:25
And one of those was Doggie Dog,
1:25:28
which was a really interesting game
1:25:30
because I heard you had like 20
1:25:32
actors and it went into
1:25:34
200 hours of development. So
1:25:36
what are your memories of that and what
1:25:39
kind of happened? So Doggie Dog, you know,
1:25:41
it's kind of my white whale. I
1:25:44
really thought that this was going to be
1:25:46
the game that would let
1:25:49
me plant my, you know, flag
1:25:51
to say I'm one
1:25:53
of the great game designers from
1:25:55
the 90s, but it
1:25:58
never happened. And in a sense, interesting
1:26:00
that it still is
1:26:02
out there though. There's a lot of
1:26:04
interest in it because it was such
1:26:07
a progressive game and maybe someday we
1:26:09
will finish it. I do
1:26:11
own the rights to it. But
1:26:14
so just a quick synopsis. So
1:26:16
I had this idea and this
1:26:18
was before Dilbert or Office Space
1:26:20
or anything like that. Like wouldn't
1:26:22
it be great to make a
1:26:24
big adventure game based on navigating
1:26:27
a dysfunctional office.
1:26:30
And so it would be a comedy. It would
1:26:33
be a huge robust text adventure
1:26:35
game with very simple graphics. I
1:26:37
had this idea to kind of
1:26:39
do this pop art, comic book
1:26:41
style art that would be
1:26:44
kind of supporting the theme
1:26:46
that the office world is
1:26:48
kind of this paper thin
1:26:50
cartoon kind of farce
1:26:52
to begin with. And I
1:26:54
hired a development team
1:26:56
that became close friends of mine
1:26:58
that didn't even come from the
1:27:01
game industry. And we
1:27:03
agreed that we would create a
1:27:05
neural network for this game, which
1:27:07
was one of a kind, got
1:27:09
a lot of attention from
1:27:11
the press. And we would make it
1:27:14
something more than a predictable text
1:27:16
adventure game where you can really feel
1:27:18
the constraints of the branching
1:27:20
by using this neural network. It would
1:27:22
learn from your actions and it would
1:27:24
have a life of its own. And
1:27:27
so through that, we
1:27:30
wrote these huge scripts that would
1:27:32
train the neural network system and
1:27:34
they were very nonlinear. The idea
1:27:36
was that you would have these
1:27:38
banks of things that the characters
1:27:41
could say or do and they
1:27:43
would draw from that based on
1:27:45
how the ecosystem was developing in
1:27:48
the world that you were interacting
1:27:50
with. And so it was
1:27:52
a very ambitious game, very creative and
1:27:55
still a very modern game in so
1:27:57
many ways you could play a male
1:28:00
or female character, but you could go in
1:28:02
any way you wanted in terms of your
1:28:05
sexual orientation. You could
1:28:07
flirt with anybody and everybody. You
1:28:10
could pursue happiness in any way, in
1:28:13
a multiple of ways. You could leave
1:28:15
and start your own company. You could
1:28:18
rise to the top. You could retire
1:28:20
with dignity. You could get married. You
1:28:22
could do all kinds of things. So
1:28:24
we didn't want to limit the player.
1:28:26
And the idea would be that you
1:28:29
could learn from yourself and have this
1:28:31
true experiment where you might say,
1:28:33
well, this is a way that I would
1:28:35
go through this world. But what if I
1:28:37
just did everything the opposite
1:28:40
of how I would intuitively
1:28:42
do it? What would happen
1:28:44
that way? So we had
1:28:46
infinite replayability with it. But
1:28:48
unfortunately, we were getting close
1:28:50
to being done. But at
1:28:52
that time, Disney's software was
1:28:54
going through some issues with
1:28:57
money. It wasn't performing as well
1:28:59
as Disney, as the
1:29:01
corporation was hoping. And so
1:29:04
they made huge cuts
1:29:06
across the board. Anything in development
1:29:09
was canceled, which was why all
1:29:11
my adventure games got canceled. And
1:29:15
we went from having outside developers,
1:29:17
they were going to do an
1:29:19
in-house developer paradigm instead. And so
1:29:21
I was just devastated, especially the doggy
1:29:24
dog got canceled. And so we had
1:29:26
a lot of cinemaware
1:29:28
people, you know,
1:29:30
ex-cinemaware people working on it. And
1:29:32
through that connection, we were almost
1:29:35
instantaneously able to sell the property
1:29:37
to Trilobite, which
1:29:39
was these ex-cinemaware people. And
1:29:41
they were very interested in
1:29:43
it. And looking to flesh
1:29:46
out their new portfolio was
1:29:48
something almost done and was
1:29:50
innovative. And so we came
1:29:52
in just to finish the
1:29:54
game with Trilobite. But
1:29:57
unfortunately, they soon realized, or at
1:29:59
least they figured out, felt that
1:30:01
if it didn't have full motion
1:30:03
video, which they were becoming famous
1:30:05
for, then they couldn't
1:30:07
publish it. And so they
1:30:09
asked us to redesign the
1:30:11
game for full motion video,
1:30:14
which was kind of a catastrophe because
1:30:17
our whole design was based on
1:30:19
the idea that we could have
1:30:21
these enormous free floating scripts. And
1:30:24
we were sort of back to
1:30:27
dragon's lair. Yeah, full circle. If
1:30:30
we had known that, we
1:30:32
would have designed it differently.
1:30:36
And so we all gamely worked to
1:30:38
create a sort of, you know, like
1:30:40
a TV pilot kind of idea that
1:30:42
it would be a series. And we
1:30:45
shot this massive amount of Digi
1:30:47
Beta cam video, but it was
1:30:49
unwieldy and really lost a lot
1:30:52
of what was going to be
1:30:54
the secret sauce of dog eat
1:30:56
dog and trial a
1:30:58
bite. They wound up just calling it
1:31:00
a day with it because they had
1:31:02
other things they wanted to do. And
1:31:05
so open minded
1:31:07
the developer and me
1:31:10
and we formed a group called Ministry of
1:31:12
Thought and we bought it back. So the
1:31:14
Digi Beta cam videos are sitting here in
1:31:16
my house. I have the scripts, we have
1:31:18
the code. And so someday we may be
1:31:20
bringing it back on the internet. We're still
1:31:22
considering that possibility. That would be incredible. That
1:31:24
was going to ask actually how much you
1:31:26
still had of it. So there's pretty much
1:31:28
everything you need there to make it into
1:31:30
a full game still then is there? Yeah,
1:31:32
there is. Well, fingers crossed that happens one
1:31:34
day. And there's a lot of like indie
1:31:36
software companies out there that I'm sure would
1:31:38
love to put something like that out. So
1:31:41
if any of you're listening and maybe they'll
1:31:43
reach out to you, that would be awesome.
1:31:46
So when I started video games as well, obviously,
1:31:48
you're also an author as well. So tell us
1:31:50
about your books because they sound really
1:31:53
interesting. What are some of your titles that people
1:31:55
should look out for? Oh, thank you for asking.
1:31:57
Yes. So, you know, I continue writing on the
1:31:59
side. And for anyone who's
1:32:02
interested, my other claim to fame is
1:32:04
that I am the curator of the
1:32:06
Candy Wrapper Museum, a collection
1:32:09
of candy wrappers that I started
1:32:11
as a teenager back in those
1:32:13
Pong days. And I've
1:32:15
become sort of a subject matter
1:32:17
expert when it comes to candy
1:32:19
history and candy ephemera. So
1:32:21
I have three books
1:32:24
out on candy wrapper, candy
1:32:26
wrappers in candy history. One
1:32:29
classic candy, that's sort of an overview.
1:32:32
And then I have two books
1:32:34
about the history of Necco, making
1:32:36
those Necco wafers. And in short,
1:32:39
I had received all
1:32:41
this Necco ephemera. Necco was now
1:32:43
out of business, but a
1:32:46
lot of their stuff was thrown in the dumpster.
1:32:49
The future oriented person saved it
1:32:52
from all this great stuff from
1:32:54
the dumpsters. And I took
1:32:56
it, they sent it to the Candy Wrapper Museum. And
1:33:00
my husband, Joe and I, we
1:33:02
cleaned it all up. We researched
1:33:04
it. We created this incredible in-depth
1:33:06
archive of the story of Necco,
1:33:09
which is one of the great
1:33:11
American industrial stories
1:33:13
and put it all together into not
1:33:15
one, but two beautiful
1:33:18
picture and history books. And
1:33:20
so I have my candy books out there. And
1:33:23
being an ephemera fan to somebody
1:33:25
who has always collected along the
1:33:28
lines, I've also created a humor
1:33:30
book called A Woman's Guide to
1:33:32
Low Self-Esteem, which is about how
1:33:34
women out there, anyone
1:33:36
who's listening, if you hate your thighs,
1:33:38
you hate your hair, you hate your
1:33:40
nails. This is the
1:33:43
expose that shows why you do
1:33:45
based on just a
1:33:47
ton of advertising, negative advertising
1:33:49
out there for centuries, convincing
1:33:51
women that everything about them
1:33:54
is wrong. So that's
1:33:56
another one I have out there. And
1:33:58
also for you, video. game nerds out
1:34:00
there. An illustrated
1:34:03
discography about the musical career
1:34:06
of Leonard Nimoy as Spock
1:34:08
and as Nimoy. A really
1:34:11
fun book that's out there. So I
1:34:14
remember seeing, oh, sorry,
1:34:16
I remember seeing Bilbo Baggins, which
1:34:18
was one of the tunes that he did as
1:34:20
well on YouTube. And
1:34:22
I was like, I never knew Leonard Nimoy
1:34:24
did music, but yeah, this is great. Read
1:34:28
all about it. It's really a great
1:34:30
story. Where do people get hold of your
1:34:32
books? You can
1:34:34
buy them on Amazon primarily. So
1:34:37
we also have a few of them up
1:34:39
through IngramSpark, but
1:34:41
mostly they're up there on Amazon.
1:34:43
Great. Well, I'll find the Amazon links and I'll put
1:34:45
them in the show notes so people can click through. Thank
1:34:48
you. Fantastic. Well, Darlene, it's been incredible to
1:34:50
talk to you and what an amazing career
1:34:52
you've had as well. So long
1:34:55
may continue. Best of luck with future books as
1:34:57
well. And thank you for coming on and reminiscing
1:34:59
about these incredible games that you worked on too.
1:35:01
It's been absolutely fascinating to talk to you. Thank
1:35:04
you again for having me on the show.
1:35:06
It's just been such a pleasure. It's fun
1:35:08
to talk about these stories. I hope they
1:35:10
inspire game designers out there
1:35:12
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