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at made to be remade org Coming
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up on this week's show a long-lost Atari
0:17
game is brought back to life The
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coolest charity shop find this year a we
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chat to Amiga legend Randall Jessam
0:36
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That's valid until the end of June you can
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check that out on the rest of their retro
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gaming collection at bitmapbooks.com Hello
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and welcome to the retro our podcast
1:25
episode number 4 3 3
1:27
your weekly dose of retro gaming and Technology
1:29
news with me Dan would me ravi Appett
1:31
and me Joe Fox and a very warm
1:33
welcome to the podcast a show that comes
1:36
out every single Friday and celebrates
1:38
all things about the wonderful world
1:40
of retro gaming and technology brings
1:43
you up to speed on all the big happenings in the world
1:45
of retro from over the last week and We
1:47
welcome on a veteran of the industry
1:49
to tell us their story the companies
1:51
they worked on the software that they worked
1:53
on back in the day, that's what we do on the
1:55
podcast in the second half every single week and Hands
1:58
up. We make no apologies that you and I
2:01
are going to proper geek out on
2:03
the second half of this podcast, Ravi. Oh
2:05
yes, definitely. On this podcast,
2:07
we are Amiga fans. Me and
2:10
Dan, Joe doesn't know what an
2:12
Amiga is, but I think you would say that. But
2:14
he has to be the Amiga fan by default, because
2:16
we'll drag him around all the Amiga events we're talking
2:18
about. Through osmosis, he's kind of gone
2:21
into Joe's blood. But we've
2:23
got a member of the original
2:25
Amiga team here, the senior software
2:27
engineer of Commodore Amiga. Randall Jessup
2:29
coming on the show. Yeah,
2:32
now this is a really interesting chat, but we've
2:34
had other members of the Commodore
2:36
and original Amiga teams on. RJ Michael's
2:38
been on the podcast, Dave Haynie, David
2:41
Pleasance. We've had a lot of Amiga guests
2:43
on in the past. But this week,
2:45
I think it's quite interesting because Randall,
2:47
he was uniquely placed working at Commodore
2:49
from the late 80s to pretty
2:51
much the time of their demise. And
2:54
he worked on some really interesting products.
2:57
You know, stuff that we don't hear talked
2:59
about all that much anymore, including things like
3:01
the Amiga operating system development at the time.
3:03
And going from Amiga fans will know what
3:05
a big jump version 1.3 to 2.0 was.
3:07
And that came out in the early 90s.
3:12
Yeah, and stuff like the
3:14
Amiga exec design as well,
3:16
and multitasking, the structure,
3:18
the expandability with device drivers and
3:21
stuff. It's really, really interesting OS.
3:23
And, you know, we
3:25
talk about some of the
3:27
planned projects like the AAA chipset
3:30
that didn't happen. And the Pombray.
3:32
Yeah, amazingly, he's sitting there on
3:35
the interview with a AAA chip in his
3:37
room, which is just absolutely
3:39
mad. And we also go back in
3:42
the days as well, because we talk
3:44
about PlayNet, which was a gaming system
3:46
that was kind of before QuantumLink. If
3:50
anyone's ever seen the TV show Halt and Catch
3:52
Fire, the second series is kind of based upon
3:55
PlayNet that Randall was
3:57
working on back in the mid 80s. It's quite an
3:59
interesting story. It was like very early
4:01
online gaming, wasn't it? Yeah. And then it
4:03
morphed into AOL later on. And then after
4:06
Amiga as well, so of course, the
4:08
interview, the majority of it is Amiga. We go
4:11
on to Scala as well, which was
4:13
another company that was kind of in
4:16
the Amiga world, but Brandon moved on to
4:18
them. And then he moved on to Mozilla
4:20
as well. So he's the senior staff software
4:22
engineer at Mozilla at the moment. And
4:25
he tells you why you should be switching your
4:27
browser over to Firefox today. If
4:29
you haven't checked it out for a while, so we'll hear
4:31
about that. We talk about some great stuff in the Amiga
4:33
section as well. I mean, you know, CDTV, he actually worked
4:35
on the unreleased CDTV sequel
4:37
CDTV CR, I think it was called.
4:40
We hear all about that, you know, then obviously
4:42
CD32 coming along as well. And for
4:45
me, you know, I just love nerding out about all
4:47
this stuff. I think, you know, it's really interesting. So,
4:50
you know, we even talk about scuzzy devices
4:52
and you mentioned Scala as well, which for
4:54
people that might not remember Scala, that
4:57
was basically the, you could say the
4:59
early 90s version of PowerPoint, wasn't it?
5:01
It ran on Amigas. And I've actually
5:03
been playing around with it because obviously
5:05
your big Amiga event is coming up in a
5:07
couple of weeks, Ravi, that we'll talk more about in a
5:09
second. But we're selling some of our retro hour books on
5:12
one of the stands there. And I came up with
5:14
this idea the other day that it'd be great if I had a CD32
5:17
there with a CRT
5:19
monitor running basically a rolling
5:22
advert presentation for the
5:24
book made on the Amiga. So I've actually been
5:26
spending quite a bit of time in Scala over
5:28
the last couple of weeks. Yeah, you've been sending
5:30
me messages like, how do I do this effect?
5:33
And I'm trying to remember like 30 years ago.
5:35
But yeah, Scala is absolutely
5:37
amazing. Really, really great piece of
5:39
software. And yeah, I can't wait
5:41
to see your presentation there. Yeah, I've been
5:43
watching some of the included demos with Scala.
5:46
I wouldn't expect mine to be anywhere near that standard,
5:48
but I might rip off some of those templates. It
5:50
looks very powerful. So yeah, I mean, we make no
5:53
apologies. We know we talk about the Amiga a lot
5:55
on this podcast, but we love it. So at Randall
5:57
Jessup, our special guest, a little look inside that time.
6:00
Commodore and the Amiga and like I said after
6:02
we know into Mozilla and Quantum Link and all
6:04
that as well really interesting chat. He's going to
6:06
be our special guest on the show in around
6:08
half an hour from now. Now we did mention
6:11
obviously your big event's coming up for people that
6:13
don't know, maybe new listeners. Give us a little
6:15
reminder on what it is, Ravian, when it is.
6:17
It is the UK's Amiga show. So this is
6:19
the Commodore Amiga show, 29th and 30th of June,
6:25
2024. It's a really cool event. We have
6:28
like trader space, community space. We've got
6:30
talks from Revolution Software,
6:32
Sensible Software and
6:35
the demand's been really high. We've
6:37
actually hit like about 20
6:40
tickets are selling off. So I've held
6:42
some back on the Saturday and I'm
6:44
going to release some on Monday the
6:46
17th. So those last 20 tickets people
6:49
can get. But also Sunday
6:51
tickets, Sunday's always these
6:53
shows, you know, people are a bit hungover. They
6:56
sell a bit less. We have a massive rave
6:58
on the Saturday night, don't we? Yes, exactly. And
7:00
the tickets will be available on the door at
7:02
the rave, but also on
7:04
the Sunday as well. And yeah, we've already
7:07
sold like nearly 250 to 300 for the
7:09
after party. Nice.
7:13
Which is going to be huge. And we've
7:15
got five acts and that's going till 2am.
7:17
I've already had people like, I can't last
7:19
till 2am. Like, yeah, you know, grandpa in
7:22
the afternoon after the show. Yeah, you
7:24
can come and see a bit of it. But
7:26
no, I'm really excited. And yeah,
7:28
it's all kind of coming together. And it's just like the
7:31
nervous period now. Yeah,
7:33
until it happens. And then it's
7:35
like, oh, what we're going to do next year. So
7:37
if you want to come along, like I said, there are still a
7:39
few tickets available, some more for the Saturday, the final few coming out
7:41
on Monday happening in Nottingham, end
7:44
of the month, 29th and 30th of
7:46
June. What's the website again for tickets?
7:48
amigashow.com. Cool. So stick that in the
7:50
show notes as well. And I know there are quite a few
7:52
patrons coming along. So we'll be nice to meet a few people.
7:54
Like we said, we'll have a few of our books available for
7:56
sale there as well. So if you want one of those, definitely
7:59
look out for us. at the event, Kickstarter coming up
8:01
in Nottingham in a couple of weeks. Right
8:03
then, stories time, been a busy
8:05
week in retro again. And
8:08
I always like it when long
8:10
lost games make an appearance, particularly
8:13
something as famous as Tarzan.
8:16
As it turns out, there was a version of
8:19
Tarzan that was meant to be released on the Atari 2600 that
8:22
was a casualty of the North
8:25
America game crash in the mid 80s and
8:27
then was kind of considered lost.
8:29
But it turns out now, anybody
8:31
can play it. Yeah, this
8:33
is actually been happening for two
8:36
years, this story. It's only kind of come
8:38
to light now. So the game
8:40
Tarzan was made
8:42
by Coleco, which is quite funny
8:44
because it's become full circle because only last
8:46
week we're talking about how Atari has just
8:49
bought Coleco. And
8:51
for various reasons, the game never came out
8:53
on the Atari 2600 back in the 80s. And
8:56
as you say, considered a lost game. And
8:58
those interested in what the game is, very
9:01
much like Pitfall. What do you think of it? Let's talk
9:03
a bit about the game because I watched this video and
9:05
I've seen a lot of the comments saying, thank
9:07
God this never came out. It looks dreadful. Personally,
9:09
I think it looks really good. I think it
9:11
looks all right for me. Like I
9:13
say, it reminds me of Pitfall, swinging
9:17
across the holes and. It's
9:19
got those like platforming elements as well.
9:21
Yeah, yeah, platforming elements into it and
9:24
everything. But I think, graphically, for the
9:26
Atari 2600, this
9:28
looks pretty like up there. You
9:31
know, like the graphics, I think it looks really nice
9:33
and bright and colorful. Lots of colors,
9:35
lots of sprites going on. And
9:37
it isn't just swinging across holes. You know, there's
9:39
other levels like where you've got to climb up
9:41
a cliff side, mountain side, dodge boulders and stuff
9:43
like that. You know, all stuff
9:46
Tarzan would probably do in the jungle.
9:49
So I think it looks quite an interesting game. I
9:51
think it sounds great as well for the Atari 2600. Yeah,
9:53
yeah, exactly. Although there is one bit, if you
9:56
watch the video, the crocodile on the second level.
9:58
The guy dies about 20 times. times. That's
10:01
probably why people are saying
10:03
this. It looks difficult. But
10:07
yeah, so a private collector
10:09
actually bought the demo
10:11
cartridge off an
10:13
ex-employee of Coleco in 2022.
10:18
And this private collector is Rob, AKA
10:21
Atari Spark, who's the
10:23
collector. And he's reached
10:25
out to the Atari homebrew community and
10:28
a programmer who I don't want to ruin this.
10:31
Thomas Genzic, I think it's pronounced,
10:34
he has got the game running on emulation and they've
10:36
finally been able to dump the game for everybody to play.
10:39
So two years it's taken for this to happen. But
10:42
as you say, it's always nice to see
10:44
these long lost games, whether we've
10:46
heard of them or not. I think
10:48
it was such a big franchise. I mean, Tarzan was massive
10:50
back in the day, a huge franchise. I
10:53
think it would have been popular. I mean, you
10:55
know, it looks, you can tell it's a Tarzan game. You've got obviously
10:57
the swinging across ropes. The
10:59
combat mechanics were pretty good as well. You know,
11:01
his little fist punch. Well, just the underpants as
11:03
well. Just the underpants and his little toga. So
11:08
yeah, it's interesting to hear that story. And I
11:10
mean, there is a really long article that I'll
11:12
link up in the show notes as well. If
11:14
you want to like real dissection of exactly how
11:16
they got this working. There's some technical kind of
11:18
firsts on it as well, including it had a
11:21
bank switching and to
11:23
overcome the limitations of the 4K
11:25
Atari cartridges. And if I look at
11:27
this article, it was kind of one of the first games
11:29
that did that. And they kind of had to figure out
11:31
how that would work back then.
11:33
So that does sound quite interesting. So
11:35
it is a quite a long article
11:38
on gamehistory.org all about the other games
11:40
being preserved and recovered as well. So
11:43
if you want to check that out, I'll link that in the show notes. And
11:45
the ROMs are available now to play on your
11:47
original hardware or emulation. So
11:50
welcome back to our ZAN. Now,
11:53
speaking of Atari, a studio that
11:55
were acquired by Atari about this time last year, Night
11:58
Dive Studios are back in the studio. the news this week.
12:01
Night Dye Studios are just killing it
12:03
at the moment with all their, you know,
12:05
the different remakes and remasters they've been doing.
12:08
A lot of first-person shooters over the last couple of
12:10
years, but this is one I'm really excited to see.
12:13
And I actually sent you guys the trailer when I saw
12:15
this earlier this week. Send a load
12:17
of my old school friends. And this is actually,
12:19
if you ever want to check out our other
12:22
show, The After Hours, I actually talk about this
12:24
on an underrated games episode
12:27
we once did. This is the remaster
12:29
of The Thing. So, the
12:31
John Carpenter's The Thing, the
12:34
1982 film. In 2002,
12:37
they made a prequel, not
12:39
prequel, they made a sequel video
12:41
game to that for the PlayStation
12:43
2, which did sell a
12:45
million copies. But I don't see
12:47
a lot of people talking about it. It's
12:50
going to be remastered and be coming out later
12:52
this year. Don't think it's your guy's
12:54
cup of tea, because it is
12:56
a very hard, scary horror
12:58
game with lots of blood and guts. Too
13:00
scary for Ravi, too tough for me. Exactly.
13:05
I quite like the look of it, you
13:07
know, in this kind of form. It
13:10
reminds me of Half-Life, actually. I don't know
13:12
why. Yeah. Yeah. I
13:14
mean, like I say, I'm really excited
13:16
for it. I think Night Dye, everything they
13:18
touch at the moment just turns to gold. You
13:21
know, usually, they've not really said
13:23
a lot about it so far, other
13:25
than, you know, it's going to be on all modern
13:27
systems and computer, you know,
13:29
and it'll be in 4K, 120 frames per
13:32
second, etc. I will admit, it is
13:36
a little bit of a clunky game if you go back
13:38
and play it. And it's not a game I completed, because
13:41
it was very difficult, and sometimes
13:44
a little bit confusing in
13:47
terms of how to... Because it's a third-person
13:49
shooter, but it's also a
13:51
survival horror, and there's a whole
13:53
kind of like trust meter with it, kind of
13:55
like based off the game, because based off the
13:57
film, because in the films, if
13:59
you haven't seen this... thing. It's about an alien
14:01
life form that mimics other people and
14:03
you don't know if that person's an
14:05
alien or not. And you have the
14:07
same thing in the game. So as well as
14:10
running around on this Antarctic base, where
14:12
you've got to worry about ammo and you've got to
14:14
worry about freezing to death and you've also
14:16
got to worry about if any of your teammates have
14:18
been infected and have become the thing. And
14:21
it was always a bit difficult to understand how
14:23
that worked. And even to a point where I've
14:25
seen people on Imonoretro selling
14:27
page on Facebook and I've seen people trying
14:29
to buy this game now, but they
14:31
want to make sure the original comes
14:34
complete with the game's manual. Right.
14:36
So they know what they're doing.
14:39
And when I played this as a teenager, I obviously
14:41
didn't read the manual. I had time for that when
14:43
you were a teenager. Yeah, exactly. And I'd get so
14:45
far in it and then just get killed by one
14:47
of my teammates who transformed into the thing. So
14:50
what I'm getting around to is Night
14:52
Dive. They do usually kind of put
14:54
some kind of quality of life improvements
14:56
into the games. They play
14:58
around with them enough because
15:01
they're remasters, they're not remakes. So you know, they
15:03
upscale the graphics and everything. And
15:05
they usually modernize the controls, so the
15:07
triggers of the shooting buttons and the aiming
15:10
buttons and stuff like that. But often they will put something
15:13
in there just to make the game a little
15:15
bit more modern and playable. They might add a
15:17
meter to the game, like a trust meter or
15:19
something like that. Obviously they've not made any announcements
15:21
of that so far, but I
15:23
would quite like to see something like that. So
15:25
it's a little bit easier to pick up on.
15:27
Like it looks like there's a lot of snow
15:30
effects in it as well. And yeah, you know,
15:32
the kind of original had snow, but it's moved
15:34
on a lot now. It has
15:36
moved on very, very, very atmospheric. I think weathering
15:38
games is one thing and water as well that,
15:40
you know, really improved over the last couple of
15:43
decades. When you get back to 90s games, that's
15:45
one thing that always stands out to be just
15:47
have a chance to improve. But
15:49
you're right. I mean, from what I've seen of the moment,
15:51
we talked about that 3D O remaster that did that PO
15:53
game. Yeah. A while ago. I haven't played that
15:55
the remaster they did, but I've seen a lot
15:58
of reviews saying that basically they really. improve
16:00
that game and actually for the first time ever it
16:03
is actually a playable game now. That's good.
16:05
And speaking of which I've also announced I'm
16:07
going to be remastering another 3DO game, the
16:10
first person shooter game Killing Time. Yeah,
16:12
sort of. I don't know anything about
16:14
Killing Time though. Yeah, I mean it's
16:17
kind of one of the, I mean, I haven't played many
16:19
FPS games on the 3DO, but
16:22
that I think is up there, you know, it's
16:24
considered one of the, again, it's a horror themed
16:26
kind of, you know, early 90s FPS game. Yeah.
16:31
I think it came out around 94ish, 95. I've
16:34
only played it briefly, but in terms of, you know,
16:36
3DO FPS games, that's generally the one that most people
16:38
talk about. It had a lot of FMV in it
16:41
and it's like, you
16:44
know, where they had a PO'd. Yeah.
16:46
They're kind of redoing stuff and
16:48
making it a bit more playable, which are like,
16:50
you know, exciting in these titles. And
16:53
especially it seems to be the case with
16:55
FPS as well. Yeah, I love kind
16:58
of seeing, you know, remastering, like you said, the
17:00
FMV era games, you know, always amusing to see
17:02
them coming back. So that's
17:04
just been announced. We haven't got a release date on that
17:06
from what I've seen, have we? Just says 2024
17:08
at the moment. So, you know,
17:10
she's only six months left of it now. So
17:12
I imagine probably towards Christmas time,
17:14
I imagine. Just announcing that, Joe. Just
17:16
give me a heart palpitations. Any six months left of it. Anyway,
17:19
while we're talking about the 3DO, we continue. It's
17:22
been a bit of a week for 3DO news this week.
17:25
If you have got an original system,
17:27
this is quite cool because a lot
17:29
of consoles that used optical drives back
17:31
in the day, that is often the point
17:33
of failure. And I've had a
17:36
few, not many, I think my CD32, the
17:39
laser on that started to get a bit weak a while ago, which
17:42
fortunately turns out that the CD32 uses
17:44
like a standard part that
17:46
I think Sony used in HiFi. It was a bank
17:48
together system, wasn't it? Yes. I
17:50
mean, I picked up a new laser of eBay for a fiver. Swapped
17:53
it over. Good as new. I'm not exactly sure what the
17:55
score is with the 3DO's drive, but I mean, you bear
17:57
in mind that era. I mean, the 3DO
17:59
came out in one. what, 93? So imagine
18:01
it was designed in 91, 92. I mean, you know,
18:04
a lot of the time back then you had very custom CD-ROM
18:07
drives in that kind of single speed era. But
18:10
it turns out if you have got an original 3DO,
18:12
the FZ1 model, the Panasonic, you know, the one that
18:14
we, the one that I've got in my collection, that
18:16
for me, when you say 3DO, that's the one I
18:18
picture. If you've got one of those
18:20
with a failing CD-ROM drive, there is now a rather
18:23
affordable solution to replace it.
18:25
This is really good because of the price
18:27
as well. I think I've seen these ODEs
18:29
on other devices.
18:32
These are optical drive emulators, aren't they?
18:35
Yeah. And that's kind of put me off some of
18:37
them, you know. I saw there
18:39
were some good ones on the Dreamcast as well. Lots
18:41
of people were doing that. And they were also doing
18:43
mounts so you could kind of mount the
18:45
card in as well. I didn't
18:47
know if they were quite soldering and stuff like
18:49
this, but this one doesn't seem to require soldering
18:51
over. Yeah, this one looks
18:54
very cool. I mean, it's just a small, basically
18:56
a little circuit board that you put inside. You
18:58
have some ribbon cables that would have previously connected
19:00
to the CD-ROM drive. The good thing
19:02
about this is, like you said, a lot of those
19:04
kind of ODEs require you to take the optical drive
19:07
out of like whatever system you put in them in.
19:09
Because this one's so small and the
19:11
3DO case is quite big, it actually fits
19:13
in there and you can keep the original
19:15
CD-ROM drive in there. You just re-clipping the
19:17
cables. Yeah. Yeah, just re-rooting
19:19
them. But also, I think, you
19:21
know, you're loading it off a solid state
19:24
drive. It's probably going to be a bit faster,
19:26
isn't it, than like one of the older CD
19:28
drives? Yeah, that's a single speed. I imagine it
19:30
probably would be. Yeah, I think I've got a
19:32
feeling the 3DO CD-ROM drive was, you know, a
19:34
single speed. What are they, like 150 kbps? I
19:39
don't think they're not very much. It might
19:41
speed up, you know, gameplay time. Yeah, I mean,
19:43
yeah, stuff like FMVs and that could definitely help
19:45
with that, I imagine. But
19:47
I mean, the big news about this is there was
19:50
already an ODE for the 3DO
19:52
by a guy called Fixel who
19:54
made one called the 3DO ODE. They've got really good reviews,
19:56
but that cost $250. So
19:59
this is basically a guy called Fixel. called fcare, who's
20:01
basically made an open source
20:03
board that uses fix or
20:05
software. And from what I've seen,
20:07
Fixles actually worked with him on this as well. And
20:10
he's completely happy with it from the comments I've
20:12
read online. But it really means that
20:15
he was planning on open sourcing that software anyway,
20:17
apparently. But this is a lot
20:19
cheaper than the 3D ODE. That
20:22
was $250. So the software is kind of the
20:24
front end of it as well. Yeah. And
20:26
then you have the hardware. Yeah, from what I've seen,
20:29
it's basically the same software. It should run exactly
20:31
the same as the more expensive one. But I mean, they're selling these
20:33
for $59.99. And
20:36
I don't know if the 3D O had
20:38
any copy protection, but I don't think you'd
20:40
be able to load a lot of the
20:42
games from
20:45
the collection and probably some weird stuff as
20:47
well. And like, you know, Homebrew
20:49
on there as well. Yeah, well, I mean,
20:51
that's the thing, 3D O had no protection whatsoever, which
20:53
for me, I mean, I
20:55
haven't used mine for a while, but the
20:58
failure of mine was the power supply, the caps in
21:00
that kind of broke and it kept just rebooting. So
21:02
I recapped it, it's all like through-hole stuff. It was
21:04
quite easy to do. But the optical drive still worked
21:06
on mine last time. So for now, because
21:09
like I said, the 3D O has got no
21:11
copy protection, it's easy enough for me to burn
21:13
CDs for it. But I think if it ever
21:15
did get to the day where, and you know,
21:17
probably one day when the CD drive starts to
21:19
fail, something like this will be quite handy. And
21:21
actually seeing the price of CDs
21:23
now as well. I saw like,
21:25
you know, the CD towers that you could get with like
21:28
100 CDs in. Then we're going for like
21:30
30 quid in Asda. Oh
21:32
my God. I remember there were like a fiver like 10 years
21:34
ago. Still in some charity shops,
21:36
you can walk around and find them. Yeah,
21:38
I saw a load of Blu-rays burnable
21:40
discs in one recently, but I thought, yeah, what the
21:42
hell am I gonna use them for? So I resisted,
21:45
might regret that one day. But there you go. So if you don't
21:48
wanna burn optical discs and you just want a nice way of having
21:50
all your 3D O titles playable on your
21:52
original hardware, there is one slight annoyance about
21:54
it that this is internal and it requires
21:56
use of a USB stick. And
21:59
that means... Basically, if you want to set the USB
22:01
stick out, you've got to open the 3D and pull
22:03
it out. Okay, yeah. Which I'm sure someone will. The
22:05
next thing will be some extension where you can mount
22:07
it on the front or something. Yeah, I mean, there
22:09
will be people who will just mod the system and
22:11
use an extender, put it in the outside of the
22:13
case. But it's a good thing that it
22:15
doesn't require that because some of us do like to not
22:18
mod the hardware cases and stuff. So yeah,
22:20
that is available now. I will link that in the show
22:22
notes too. Now, I was on
22:24
holiday last week, went to
22:26
lovely Cine Santorini for a week and took
22:28
my switch with me. I did
22:30
send you guys some pictures of me hooking
22:32
my switch up to the hotel TV. Well,
22:35
whilst we were at work. We got a
22:37
picture pretty much every day, just like, how's
22:39
your afternoon boys? How's the
22:41
weather? How's the weather? We're like, yes, we know
22:44
Dan, you're on holiday. I
22:46
mean, it was very nice out there. It was very nice. But
22:49
the picture I was talking about is what I sent you
22:51
to me playing final vendetta in the hotel room. Yes. Hooked
22:54
up to the TV. Because I do love it when
22:56
you go to a hotel room and they've got like
22:58
accessible HDMI ports. Oh my God. Years ago, I used
23:00
to try and get onto those hotel TVs and it'd
23:02
be like, how to hack the hotel
23:04
TV to unlock the USB port and like,
23:06
you know, yeah. Really tough. But now they
23:08
seem to be accepting of you
23:10
putting your own stuff on. Well, I left it plugged in
23:13
and this is like, take that out, the cleaners come in,
23:15
they'll go mad at you. They'll be all right. Don't worry
23:17
about it. But yeah, I mean, I had
23:19
a bit of a, cause obviously there was a four and a half hour flight over
23:21
there and I was playing, you know, turtles on there,
23:23
a total collection on my switch. I spent a bit of final
23:25
vendetta street to age four as well. I had a bit of
23:27
the beat them up stage last week, which
23:29
was great fun, actually funny to get some time to
23:31
play these games. But if you are a fan of
23:34
these kind of belt scrollers, I believe you call them,
23:36
Joe. Yeah. There is a new
23:38
one on the way. Now this is a game called
23:41
Deadly Metropolis. There's
23:45
definitely been since, I
23:47
want to say since streets of rage four came out in 2020, there's
23:50
definitely been a big resurgence. I mean, you just listed off
23:52
a bunch of games there. So I'm not going to sit
23:54
here and say all the same ones, but
23:56
they've all come out in the last three or four years and
23:58
they've all come out to. praise, you
24:00
know, high praise. And it's
24:02
excellent just seeing more of these games coming
24:05
out, because obviously they just died off in
24:07
the mid 90s when we
24:09
went into the 3D era, which kind of
24:11
segues quite nicely into this game, because I really
24:14
like the look of this. So we've not got
24:16
much on this Deadly Metropolis yet, other
24:18
than some artwork, which does look very
24:21
Streets of Rage-esque. And
24:24
then we have got a 10 second clip
24:26
of some of the gameplay, which I'll get onto in a minute. But
24:29
the person behind this
24:31
game is Din the Abare,
24:34
who actually did work on Streets of Rage
24:36
4, as a
24:38
consultant. So that would make sense that the game
24:41
will have a similar vibe to Streets
24:43
of Rage, and it is going
24:45
to be launching on Kickstarter soon. So
24:47
hopefully in the next couple of months. But
24:50
gameplay wise, you know, obviously so
24:52
far, we're just seeing,
24:54
I say just, but we're seeing a beat em up. Lots
24:57
of lovely sprites on the screen and stuff. But for
24:59
me, graphically, I don't know if you guys agree, but
25:02
this to me looks like a really
25:04
nice Sega Saturn or PS1 kind
25:07
of beat em up. So not so much 16 bit,
25:10
but more towards the 32 bit beat
25:12
em up. So you'd sometimes see where you've got your
25:14
2D sprites, which look beautiful pixel art, but then you've
25:17
got a 3D background, you know, we've got buildings in
25:19
the background and you're on a fridge and I really
25:21
like the look of this. Do you remember when I
25:23
think it was called tech and tag? Yes.
25:26
Where it was tech and force for tech
25:28
and free. It was kind of
25:30
on an angle. Yeah, like a beat
25:32
em up. But yeah, it reminds
25:34
me of that. Just the angle of where the
25:36
camera is, you know, yeah, high up, isn't it?
25:38
Kind of looking down on on the characters from
25:40
like an angle. Yeah. Yeah. Yeah. Now you know
25:42
what, you've just unlocked some memories there, have you?
25:44
Yeah, definitely. It does have that kind
25:47
of, it was tech and force, which was a mode
25:49
on some of the, I think it was on tech and free and tech and
25:51
tag. Where it was like, you know,
25:53
like you said, I started along beat em up. I
25:56
really like the look of this and just, you know,
25:58
like I say, absolutely. love beat him
26:00
up so bring him on you know more than area
26:02
for me. Yeah I mean it's a
26:04
very short trailer like you said it's like 11 seconds
26:06
long and it's got some nice very
26:09
nice artwork I imagine from the intro or you know
26:11
some cut scenes but yeah then you get into like
26:13
the gameplay again you've got those really satisfying
26:15
thuds and punches that you know that's I mean
26:18
when I was playing Final Vendetta on the plane
26:20
I had my headphones in it was like just
26:22
amazing you know the sound effects on that the
26:24
crunches and stuff. You're tough and the music as
26:27
well obviously yeah I mean yeah just for the
26:29
sound effects. It's a hard game though that. I
26:32
did actually put it down to the easiest
26:35
casual level. Yeah no I'm
26:37
you know what I usually take the mick out of you down
26:39
for this stuff but I don't
26:41
even think I completed it on casual I think I
26:44
got to like the second to last level and I
26:46
was like that was on like my fourth try and I was
26:48
like yo this is hard yeah that was when I was on
26:50
holiday last year so I need to
26:52
go back to it as well. I was on
26:54
the plane like Samantha was just watching something on
26:56
her iPad and I was like move it around the
26:58
car just like taps it calm down. It reminds me
27:00
a bit of Metro Siege as well which is
27:02
the one that's you know coming out for the
27:04
Amiga. Yes it looks quite good yeah it's got
27:06
that kind of same style but it's
27:09
a bit more like 3D and less less
27:12
kind of 2D. Yeah bring on my
27:14
man. A new golden age of beat-em-up games
27:16
is upon us. Like I said launching on
27:18
Kickstarter soon the page is live but there
27:20
is no release date so far just
27:22
coming soon so if you want to check that out I'll put
27:24
that in the show notes too. Now
27:27
you guys you always have one thing that you do
27:29
better than me that is finding good
27:31
scores in charity shops. I never get lucky at
27:34
this. The other day you were posting a few
27:36
pictures of some games that you found in a
27:38
charity shop Joe that were pretty decent for
27:40
that. I think Ravi's pretty good at charity
27:42
shops. I was building up to Ravi. I
27:44
messed up the other day so this is
27:46
a rare limited edition Hulk
27:48
Xbox which we'll talk about in a
27:51
minute. I was in a charity shop
27:53
and there was a 360 you know
27:55
elite one like
27:57
the black ones really nice and it's
27:59
like 20 quid and it was all
28:01
working and everything and I was like oh I might I might
28:04
pick that up I don't know why I didn't pick it up
28:06
at the time and of course I went the next day and
28:08
it was gone. Yeah
28:11
I'm not amazingly good but this guy seems
28:13
to have really scored
28:15
with this I've never seen one of these
28:17
Xboxes before. Yeah well this
28:19
this story then is so yeah there is
28:21
a very rare limited edition Hulk
28:24
Xbox now we're talking about the original you
28:26
know OG Xbox here that was donated to
28:28
a branch of the British Heart
28:30
Foundation that they've now put on their on their
28:32
eBay account and I'm with Uravi I
28:34
looked at this originally and I thought do you remember the
28:37
Mountain Dew Xbox they were green
28:39
weren't they and I thought it's just one of them oh hang on and
28:41
this was for the
28:44
the 2003 movie Hulk that
28:46
came out in association with Pepsi this is a promotional item
28:48
where I think the only way we could get this was
28:50
to win it wasn't there and the only made about 50
28:52
of them they're very rare they're
28:54
really rare so the Mountain Dew one you
28:56
just mentioned was in America and
28:58
they made 5 000 of them
29:00
yeah which makes it super rare because
29:02
obviously I don't know how many units
29:04
the Xbox sold but I want
29:07
to say it was what it was in the tens
29:09
of millions original Xbox I know that much 24 million
29:12
there you go 24 million there you go but
29:14
yeah this Hulk Xbox
29:16
yeah bright line green one
29:19
came out in the UK and there
29:21
was 50 of them made and
29:24
you had to win a scratch card from
29:26
going to the cinema to see this film
29:28
and it was when you bought Pepsi
29:31
in a popcorn like deal and then you would get
29:33
the scratch card with it which would
29:35
have been awesome facing like going to
29:37
a movie and then winning like the
29:39
latest games console in
29:41
a disgusting green color yeah and
29:44
only 36 of them were
29:46
apparently actually claimed and won during
29:49
the run of the Hulk film
29:52
at the cinema and 14 of them have
29:54
gone unclaimed and then they said there's about
29:56
20 of them known in
29:59
people's private collections. There
30:01
isn't really a lot about where this one came from.
30:03
It was just it was donated to the British Heart
30:05
Foundation by somebody. I imagine
30:08
I could be wrong. I imagine they didn't really
30:10
know what they had. Can you imagine
30:12
if it was your mum and she's cleaning out the attic
30:14
like, oh, I'll just turn that is else. Yeah, that's the
30:16
thing. And like, you know, someone
30:19
could go and just like make a load of
30:21
money and be like, I bought it in the
30:23
charity shop in there. But really nicely, they're doing
30:25
all the proceeds going to the British Heart Foundation.
30:27
So, you know, out of this auction, which I
30:30
think is nice, I once went to a charity
30:33
shop and there was these two lovely
30:35
old ladies and they were selling loads of like
30:37
Apple gear. And they're like,
30:39
you know, like, oh,
30:41
Apple keyboard for two pounds.
30:43
And it was like, so
30:46
I bought it and then I like gave them
30:48
a load of money afterwards. And I was like, have
30:50
this. Yeah, I love it. It's worth a pound. I
30:55
gave them a lot more than that. And I
30:57
was like, this is worth a lot more. And
30:59
I told them how much it was worth. And
31:01
they were like, oh, thank you, love. You know,
31:03
yeah, I think that's good to do. Well,
31:06
it's currently on nine
31:08
thousand pounds at the
31:10
point of recording this on bed. And
31:12
that I want to
31:15
say it surprises me because I
31:17
just don't feel like, like,
31:19
yes, it's very sought after there was only ever 50
31:21
made and there's only like 20 of them out there
31:23
in people's collections, as far as we know, is probably
31:25
another 20 in people's attics or
31:27
something. But nine thousand pound,
31:29
like I didn't quite realise there was that
31:32
much love for the original Xbox.
31:34
I don't know. I just don't feel like the
31:37
original Xbox has like got the legacy
31:39
of like, you know, a limited edition
31:41
PS one or something. You know, I
31:43
mean, you expect it more on like
31:45
the Dreamcast. Yeah. You know, like that,
31:47
even the Xbox sold one and stuff.
31:49
I know what you're saying, though, I
31:51
kind of feel like the Xbox wasn't
31:53
all that special. It's just like it's
31:55
just basically a Pentium three PC
31:57
in a special guy. I
32:00
mean, don't get me wrong, I love the original
32:02
Xbox, but maybe it's the time thing as well.
32:04
Maybe it's starting to come into that now because,
32:06
you know, original Xbox games, last time I bought
32:08
them, they were like, got dirty pound to pound.
32:10
And I saw them in shops. Maybe
32:13
it's just the BZ. I've seen them going up. Yeah.
32:15
Yeah. I love recently. generation
32:19
that are like, you know, in their twenties now
32:21
where this was their childhood system. Yeah.
32:24
Well, it was kind of choose camp, wasn't it? You know,
32:27
it's like PlayStation or Xbox. And if
32:29
you're in that Xbox camp, they
32:31
were big, chunky, noisy things. But
32:34
they were awesome. Yeah. A
32:36
lot of powerhouse. I love my original Xbox, but
32:39
it's, yeah, I think this, I mean, if you're going to pay 9,000
32:41
quid for this, it's going to
32:43
be like some hardcore collectors, isn't it? Or just
32:45
want rare gaming things. Yeah. And it
32:47
looks in great condition, you know, it does. I mean, it looks ugly
32:49
as sin, but. No, very ugly.
32:52
But there's like no huge scratches
32:54
or anything like that. Broken bits.
32:56
It's weird, though, it's kind of like a like
32:59
snot green. It's kind
33:02
of rave green as well. It doesn't look like
33:04
the Hulk. The Hulk is much darker green than
33:06
that. Yeah. Because it's got the sticker on
33:08
of the Hulk on the top where the Xbox logo is apart from
33:10
that. Maybe when the Hulk blushes, he
33:12
goes this kind of green. Yeah. When
33:15
he sees a price for this system. Yeah. But
33:18
if you do want to get a very
33:20
rare original Xbox, you still got
33:22
a bit of time in the show comes out finishes at
33:24
9 p.m. on Saturday. So already 61 bids
33:26
on that will be interesting to see where that ends up. I've
33:28
got a feeling it might be. What
33:30
do you think, Joe? 15K? I'm
33:33
going to say 11000. OK.
33:36
Place your bets. So if
33:38
you have the spare money for that, I definitely
33:40
haven't. But I'll link it up in this
33:42
week's show notes along with everything else we talk about as
33:44
well. Now, we are going
33:46
to be doing our patrons hang out a little
33:48
bit later this month because we'll mention we have
33:50
got your massive kickstart event coming
33:52
up at the end of the month. I imagine by Sunday evening,
33:54
you're probably not going to be in any condition to talk.
33:57
I've taken one day off work as well. surprised.
34:01
So we're gonna be doing our next one on the
34:03
first Sunday of June, that will be June the 7th.
34:06
So for people that haven't been on a Hangout before, Joe,
34:08
give us the sizzle. Joe The sizzle
34:10
on the Hangout? Oh, wow. It is
34:12
just it's a Hangout. We all hang
34:14
out together. It's a funny
34:17
one because it started as like a, you
34:19
know, kind of like a big Google Meets
34:21
Teams meeting where we all were getting
34:23
together in COVID. And now we're
34:25
like four years into it. And I just look forward
34:27
to every month and just, you know, everybody comes on
34:29
and we just have a laugh. And you
34:31
know, we mostly start
34:34
the conversation talking about retro, talking
34:37
about games, tech, films, but
34:39
it always goes off on a tangent. Last
34:41
month we were talking about all different board
34:43
games, which was really fun. Yeah,
34:45
sometimes we just end up talking about our favorite
34:47
films, what we've all just been up to and
34:49
stuff like that. And it's just it's just really,
34:51
really nice. And we've made so
34:54
many friends on that as
34:56
well. We're all into the
34:58
same kind of stuff. And like, yes,
35:00
there's also help us like shape the
35:02
show, actually. So yeah, you know, we
35:04
had our orbital interview recently with Pete
35:06
on is one of our patrons who's always
35:09
on the Hangout as well. He's just been moving house. So
35:11
he was going and unpacking all his
35:13
boxes, kind of showing stuff there. And
35:16
it's just fantastic to have that like
35:18
connection, but also how it molds the
35:20
podcasts and you know, turns
35:22
it into different stuff that we might not
35:24
be able to explore ourselves. Yeah,
35:27
100%. You know, we've got a wonderful community around
35:29
the show. And obviously supporting us on Patreon really helps out
35:31
the podcast as well, you know, helps us cover all our
35:33
bills and running costs and everything too. So we really appreciate
35:35
that. Like I said, we are going to be having, you
35:37
know, a bunch of patrons meeting up a kickstart as well.
35:39
That's going to be awesome. Looking forward to that. And
35:42
really, if you want to join the patrons community, now's
35:44
a very good time to do it because you'll get
35:46
invited to the Hangout that's coming up in a couple
35:48
of weeks. We're going to be dropping at some point
35:50
this month, another episode of our bonus patrons only podcast
35:52
for the gold members and above the retro hour after
35:55
hours, which if you join now, you'll unlock 42 previous
35:58
episodes of that. We're going
36:00
to be recording a new one before the end
36:02
of the month. I think the subject first suggestions
36:05
are always welcome. You get access to our exclusive
36:07
Discord area. You get the normal podcast early some
36:09
weeks. Patreon's actually got on a Tuesday last week.
36:11
Wow. I think that's it. And
36:14
also we remove all the adverts as well. So you
36:17
also get an extra 10 minutes of news in every
36:19
single episode. So if you want to join us on
36:21
Patreon, all the details are signed up right now or
36:23
on the website at theretrorower.com. Okay.
36:25
Then this week's special guest, we're going to be
36:27
joined by Commodore Amiga legend, Randall
36:30
Jessup on the show in just a minute.
36:32
Before that, let's just take a quick second
36:35
to give a massive thank you to our
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lovely friends at Shopify. Now, you know, Shopify,
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they're the ones with this sound. They
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are the platform which if you sell
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anything online or in person, they're
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36:50
and grow your business. We've been spending a
36:52
lot of time on Shopify over the
36:55
last couple of days, aren't we, Revy? Yeah, I've been
36:57
setting up Shopify because, you know, we want
36:59
to sell our books digitally and we also
37:01
want to sell it online. And Shopify's
37:04
got the whole platform now that
37:06
we can, you know, integrate with our
37:08
website and you can even just do
37:10
it on an app. You can even
37:12
do all those social media things like
37:14
TikTok and all the modern stuff like
37:16
Instagram. Because it feels like at the
37:18
moment, you know, everyone's got a little side hustle going
37:20
on, you know, maybe you're selling games at your local
37:22
car boot or in the retro markets or anything like
37:24
that. I mean, the good thing about Shopify is, you
37:26
know, we all know that when we go
37:29
to these events, nobody carries cash. If you haven't got
37:31
a card reader or any way to do that, you're going to miss out on a
37:33
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37:35
they're really good because to give you those, you can
37:37
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37:39
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like you said, Revy, you know, when you're selling online,
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37:56
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37:58
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38:01
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38:03
know that you can select your items. It
38:05
has a pre-made way
38:08
of doing it, but also it has 24 hour
38:10
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38:13
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38:15
Yeah, and we've got a really extensive course
38:17
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38:20
really Shopify is there to support your success
38:22
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38:24
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38:26
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38:28
get Shopify today. Now we'd love to give
38:30
you a trial, and this is great
38:32
value as well. If you
38:34
head to this link right now,
38:36
obviously using these links, supporting our
38:38
sponsors, helps out the podcast massively,
38:41
head to shopify.co.uk slash retro
38:43
hour, or lowercase or one
38:45
word, shopify.co.uk slash retro hour.
38:48
And I'll put that in this week's show notes as well.
38:50
And get ready to take your business to the next level
38:53
today and you will get a one
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pound a month trial period by
38:57
using that link. So you can check it
38:59
out for just a quid a month. shopify.co.uk
39:01
slash retro hour. And a massive thank you
39:03
to our friends at Shopify for their continued
39:05
support of our show. And get ready
39:07
to hear a lot of this. All
39:11
right then, well, thank you for checking out the news this
39:13
week. We'll bring you to speed on what's been happening again
39:15
next Friday. And get ready for
39:17
the main event. We're going to be
39:19
joined by Amiga legend, Randall Jessup. He's
39:22
next on the Retro Hour podcast. Father's
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or more. That's
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10% off with code PODCAST. You're
41:02
listening to The Retro Hour Podcast,
41:04
and we're here today with Randall
41:06
Jessup. And Randall, you
41:09
know, he was the OS Group
41:11
Lead for Commodore Amiga and Senior
41:13
Software Engineer. So we're going to
41:16
get some amazing stories about Amiga,
41:18
but also Playnet as well. And
41:20
Scala, what a legendary company Scala
41:23
was. Randall's now
41:25
working as a Senior Staff Software
41:27
Engineer at Mozilla as well. So we'll
41:29
have a bit of a Firefox talk at the
41:31
end. But first, how are you doing, Randall?
41:34
OK, how are you? Oh, great.
41:36
It's excellent to have you here. And
41:39
we have a question that we always
41:41
ask our guests, like, what
41:43
was your first computer memory that
41:45
you ever had, or first time
41:47
you ever played on
41:49
a computer and had a bit of a
41:51
gaming experience? OK. So my first
41:54
time I used a
41:57
computer that I remember.
42:00
was I had, so this
42:02
is back in the 1970s in New York City, and
42:06
it was probably
42:08
either at my
42:11
school when I was in seventh grade at collegiate,
42:15
where we had a time-sharing
42:17
system terminal into
42:19
something, or it
42:21
was at another private school that my
42:23
uncle worked at, Dalton,
42:27
which had a larger computer
42:29
center with a dozen
42:31
or more thermal paper
42:34
terminals where you could log in, and I remember
42:36
playing games like the old
42:39
Star Trek thing and so forth, bring
42:42
out on rolls of curling paper.
42:45
So that's where it started. And it
42:47
must have been quite a slow game
42:49
experience, but quite fun. Yeah,
42:51
very turn-based back then, and for
42:53
quite a while afterwards. Would you
42:55
remember when you first got a
42:57
home system? So the first personal
43:00
system I had, I had lots of access
43:02
to, in high school, I had lots of
43:04
access to a PDP-8E
43:08
with teletype terminals, where
43:11
you had to toggle the boot sequence into the
43:13
front panel to boot it. Lots
43:15
of fun. 12K in memory. And
43:17
that was my first programming experience, but
43:19
my first personal system I owned
43:22
was in college when I
43:25
bought a TRS-80 Model 1
43:28
from a friend of mine for about
43:30
$1,000 in 1982, one,
43:34
something like that, I don't know what it was, which
43:36
I still have. It's in my basement. I have not
43:38
pulled that one out to try to fix it yet.
43:41
But did you think of the TRS-80s?
43:43
And that was often nicknamed the Trash
43:45
80 by common good friends. Yeah, I
43:48
thought it was great. I did all
43:50
sorts of stuff on it. Played lots
43:52
of games, wrote software to analyze stock
43:55
options, used it to
43:57
log into the mainframe.
44:00
with an acoustic coupled modem, 300 baud,
44:04
had two drives on it,
44:06
including a flippy drive for
44:08
extra storage. Nice.
44:11
So, you mentioned then that you went to
44:13
college. So, you studied computer science. What made
44:15
you want to go and study that then?
44:17
And what was it course like at the
44:19
time? Well, so I went to RPI, Rensselaer
44:22
Polytechnic Institute. And yeah,
44:24
I studied computer science there. I mean, I
44:26
got very interested in computers back when I
44:29
was in high school. I was
44:31
working on the PDP aid.
44:33
I was reading
44:35
Byte magazine, all that sort of stuff.
44:38
And so, science
44:40
in general interests me, but computer science
44:42
was definitely my main interest.
44:46
That was one of the first big
44:48
surge of computer science majors.
44:51
It was still part of the math department there, but
44:54
I was in the RPI chapter
44:56
of the ACM working
45:01
on chess
45:03
programs and designing
45:06
chess programs in my spare time, helping
45:10
get some ancient hardware up that
45:12
had been donated to the ACM,
45:15
working on the mainframe, writing
45:17
an implementation of the
45:20
language forth for the IBM 370, which
45:22
didn't exist
45:25
at the time, all sorts of stuff. Well,
45:28
were you using BBS as then as
45:30
well? And what was your kind of
45:32
online world? There were no real BBSs
45:34
then that I know of. They
45:37
came along not that long thereafter, but
45:40
I was never really into the
45:43
BBS scene at all. I logged
45:45
into one or two here or there.
45:47
Well, I was wondering then how you
45:49
went and got involved with Planet as
45:51
well. Okay, so Planet
45:54
was started by a few people.
46:00
And almost a majority of
46:03
the people who were hired by PlayNet, at
46:05
least for the microcomputer side,
46:08
were RPI grad
46:11
students and students. And
46:13
that's what I was. I
46:15
got hired by them when
46:17
I was still about a year short of my degree.
46:20
And they were in an incubator center
46:22
at RPI, some cheap
46:25
space that they, you know, to incubate
46:27
companies. And they also had
46:29
a bunch of, some of the mini computer side
46:31
of people were hired, former,
46:34
I don't know, spare
46:36
univac people, somewhat older than
46:38
the rest of us working on the microcomputers,
46:41
so on the C64s. And
46:43
what was PlayNet then, so people are not familiar
46:45
with it? So, PlayNet was
46:47
one of the early
46:49
online services, Dialup, which
46:53
was designed, you know, from
46:55
the name, obviously, around games, but
46:58
it was also designed around chat
47:00
rooms and message boards
47:03
and shopping and all
47:06
those sorts of things. It was for the C64, and you
47:08
had to get a bunch of disks, most
47:12
of which held the other games, but, you know, each different module,
47:15
they would load, whether chat or
47:17
the messaging or whatever. And
47:20
you dial into a local
47:22
dial-up number, tell another TimeNet,
47:25
and get connected to us at 300 Baud, and
47:28
you could stare in rooms and chat with people,
47:30
which was by far one of the most popular
47:33
things, or you could play
47:35
games while still chatting with people. We
47:37
had a, we built
47:40
an entire finite state machine language that
47:42
ran underneath everything, while the
47:44
games typically ran in BASIC or Assembler. And
47:47
so, you know, it was pretty polished. You
47:50
know, we did all sorts of tricks to,
47:52
like, be able to switch screen modes
47:54
on the fly with vertical,
47:56
with horizontal screen
47:58
interrupts and so forth. And
48:02
so it was very nice. And we
48:05
charged like by the hour for
48:07
it, because that's how you charged,
48:10
like several bucks an hour. And
48:12
we were trying
48:15
to find the best and we're trying to get included
48:17
in, when
48:21
Comlder would sell modems, we're
48:24
trying to get included in the box there. And
48:27
after a bunch of negotiations, we were
48:30
running short on money. We
48:32
were competing with a control video
48:34
corporation, who had an online service. It
48:36
was nowhere near as nice as ours. And
48:39
the understanding is that Comlder
48:41
basically told them, we like
48:44
your management team, but we like their
48:46
software. And they told us no
48:48
deal. And we had
48:50
no money. So the other CVC came to us
48:52
and said, we would license your software and we'll
48:54
give you a small cut of the profits and
48:57
some cash. We had very little choice but
49:00
to say yes. And we
49:02
got some cash and some runway. And
49:05
eventually like a year-ish or
49:07
so later, we
49:09
folded because we had fully run out of cash.
49:12
It was the company sort of semi existed
49:14
after that to collect royalties, so the CVC
49:16
eventually got out of them. A
49:20
few years later, a couple of
49:22
years later, CVC ported
49:25
our software to the
49:27
IBM PC and renamed it America
49:29
Online. Yeah, I
49:31
was gonna say, it
49:34
must have been quite difficult like maintaining
49:36
an online system back then just with
49:38
the amount of numbers of people and
49:41
also all that functionality you had
49:43
going on there. How long did
49:45
it take to develop? And what was it like the
49:48
actual running of PlayNet? So it
49:50
was developed in a, from
49:53
the time we started, it was started
49:55
to the time it launched was, you
49:58
know, like a year and a half. half-ish, okay?
50:03
The mainframe side was running
50:05
on Stratis mini-computers, which were
50:07
fault-tolerant machines. I could literally pull
50:09
one of the CPU cards while I was running and it
50:12
would say, please put it back. It was
50:16
a lot of long nights eating
50:18
hot dogs in the break room because when
50:20
we were on half salary and had no
50:22
other choice, we shouldn't have been
50:25
going out for lunch. I'm still in contact
50:27
with a number of the people who worked there. I
50:29
was wondering, did you ever see the
50:31
TV series halt and catch fire? Apparently
50:34
the second season of that was loosely
50:36
based on playing it. I wonder how
50:38
accurate that was. I watched a little
50:40
bit of it. I've been meaning to
50:42
watch the whole thing because it would
50:45
be very interesting to see how horribly
50:48
wrong it is. I wouldn't
50:51
be surprised if they've caught
50:54
some of the overall gist
50:57
of how it all went. Tell
51:00
us about playing it, moving on to Quantum Link
51:02
then. How did that development happen? When
51:05
CBC licensed our software, we
51:07
provided some support to them to help them. I
51:09
went down there a few times and
51:12
they did some minor changes like
51:16
how the menu system works slightly.
51:18
They relabeled it as Quantum
51:20
Link. Quantum Link
51:23
basically is PlayNet. The
51:25
differences between Quantum Link
51:28
and PlayNet are small, other
51:30
than they did add some
51:32
more games and so forth on top of
51:36
what we'd already had. At least to
51:38
start with. They made a few more
51:40
changes along the way while it was
51:43
still Quantum Link.
51:48
I believe they ran Bix for
51:50
Byte as well, which was not
51:52
based on C64s and so on. I
51:56
was wondering as well, you mentioned that it then
51:58
went into AOL. kind
52:02
of a modified version of it. What did
52:04
you think of this idea of having a
52:07
closed-off internet? Well,
52:10
I mean, the internet
52:12
wasn't the thing it is today
52:14
back then. When they created AOL, this
52:17
was long before the first web browser existed.
52:19
I'd had some internet access
52:22
when I
52:26
was at General Electric working on
52:28
processor design after Planet. But
52:30
yeah, so when it was
52:35
first created, all the
52:37
online systems pretty much
52:39
were monolithic. So
52:42
that wasn't a surprise back then. One
52:45
thing that did surprise me about AOL was in about 2005 when AOL was
52:48
mostly being accessed over
52:54
the internet, though some people probably still did
52:56
dial up. After someone posted
52:58
that they were trying to figure out
53:00
how the AOL protocols worked on
53:03
Slashdot, I went and they
53:05
were confused by why certain values
53:08
and the login messages would
53:10
sort of increase and then reset and
53:12
so forth. And I looked at it
53:14
and said, oh yeah, that's the error
53:16
correcting protocol I wrote for handling 300
53:18
baud modems with
53:20
sliding windows and so
53:22
forth for doing –
53:24
because 300 baud modems weren't error corrected
53:26
and so you had to deal with
53:29
lost – modified bits and so
53:31
forth. I'd written all that
53:34
for Playnet and they were still using
53:36
it to do the login protocol, just
53:38
the login protocol I believe, for AOL
53:40
in 2005, but they were
53:43
using it over TCP, over an
53:45
error corrected channel. So
53:48
they had running an error correction over an error correction
53:50
channel. It was kind of hilarious.
53:53
Must have been good code to last that long,
53:55
though. Yeah. I'm shocked
53:57
they were still using it. It was like… Okay,
54:00
it's like one of the things that works, so why change
54:02
it? So
54:05
how did working at General Electric help
54:08
build your hardware and chip knowledge, then?
54:10
That's quite an interesting study. But
54:12
some of my friends who worked
54:15
at Planet with
54:17
me ended up at General Electric. There
54:20
were a lot of people from
54:22
RPI who worked at
54:24
General Electric via,
54:26
quote unquote, body shops who would,
54:29
we weren't direct employees at
54:31
General Electric, we were contractors
54:33
employed through a consulting
54:35
firm. And so I ended up on
54:38
a risk processor design team, you
54:40
know, doing cutting edge 40 megahertz
54:43
risk processors and like 86, 87.
54:47
Yeah, and you were like
54:49
also working with Vax
54:51
machines as well. Yeah, I
54:53
had a son one on my desk and there was a big Vax that
54:55
I would log into at GE. So
55:04
when did you kind of hear
55:06
about Commodore and like the
55:08
Amiga and how did you get
55:10
involved with those? So I had heard
55:13
about the Amiga in the press
55:15
and when I was still
55:17
at Planet
55:20
and I was down visiting CVC
55:23
to give them some support, one
55:25
of the programmers there showed me
55:27
a preliminary set
55:29
of manuals for programming the Amiga, which
55:32
was going to be introduced later that
55:34
year. This was like
55:36
early 85 and I carefully
55:39
went over to the copy machine
55:41
and copied the entirety of
55:43
the intuition manual and so forth to
55:46
take home with me. You know, shortly
55:48
after it was introduced in 85, I bought an Amiga 1000
55:50
and the rest is
55:56
history. So did you meet
55:58
Jay Miner? I
56:01
met Jay later on. I only met
56:04
him once that I remember and
56:06
that was at the 1990 DevCon in
56:10
Paris. He was there.
56:12
That was the first DevCon after we introduced
56:15
the 3000, I believe. And
56:18
I'm already hanging around the hotel bar
56:20
with him chatting along with
56:22
some other people while we watched the Berlin Wall
56:25
get torn down. Oh, wow. So
56:27
when you first got to Commodore then, what were
56:29
you initially working on? So after
56:33
GE, I did a small stint where
56:35
I ported a game
56:37
for Epyx to the Amiga from
56:39
the Mac. But in the
56:42
process, I was doing a lot of work on the
56:44
Amiga and talking a lot on Bix and
56:46
so forth. And both
56:49
I and Bryce Nesbitt got hired about the
56:51
same time into Commodore in
56:53
early 88. So
56:56
when I first started there, I was working
56:58
on hard disk
57:00
partitioning and other stuff like that,
57:02
working on drivers for the A2091,
57:05
various stuff. The
57:08
Amiga OS really made the Amiga shine and
57:10
I was wondering what the key points were
57:13
in your memory. Oh,
57:15
there's so many. I mean,
57:17
the OS, I mean, I love
57:19
the OS because it was multitasking. When
57:22
I first got it, I
57:24
was looking to do fancy networking
57:26
on the Amiga. I wanted to
57:28
do... I ported Force to the
57:31
Amiga. I was playing around with
57:33
NetHack. Of course, I love games.
57:36
But it was like so
57:38
head and shoulders above everything
57:40
else, technically. And
57:44
now that was what I loved about it. Working
57:46
at Commodore was quite a trip
57:48
and interesting. And the
57:51
friendships and such we made there
57:53
are very strong and still
57:56
strong today. There's so many events
57:58
there. It's hard to... give
58:00
a list. Well how
58:03
did the exact design and an
58:05
approach to design allow multitasking and
58:07
did you feel it was like
58:09
something that hadn't been done on
58:11
a home system before and you
58:14
were on the edge of something
58:16
revolutionary there? It was
58:18
something that really had not been done before in a lot
58:21
in very many systems at all.
58:23
The decisions to make things to
58:26
not have hard limits on things to
58:29
use what effectively was what we called now
58:31
a microkernel you know
58:33
made huge differences and having
58:35
the the flexibility
58:37
that gave you to program
58:40
stuff was you know
58:43
impressive. A lot
58:46
of systems would have hard limits on all sorts of things
58:48
you could only do stuff that was
58:51
anticipated by the operating system etc.
58:54
The microkernel with devices and drivers
58:56
and file systems and everything else
58:59
being basically sort of
59:01
arbitrary objects made things
59:04
exceedingly flexible. Even
59:06
the way we use doubly linked lists
59:09
for everything so that you were encouraged
59:11
not to put in arrays that would
59:13
then you know you'd end up overflowing
59:15
and adding
59:18
limitations. So
59:21
I know when the Amiga OS
59:23
2 was released it was you
59:25
know really different to version 1.3
59:28
and you know I know a lot of it
59:30
kind of got completely rewritten at that stage and
59:32
modernized. What memories have you got of that time
59:35
then and updating the Amiga OS 2 version 2?
59:38
One of the big things that happened so
59:41
the OS 2 was a was a big
59:43
update and I'll
59:45
give you one little story about how a part of
59:47
it happened. We'd have meetings in
59:50
the software group at
59:53
the time run by Andy Finkel about
59:55
every like two weeks and
59:57
just sort of go around the table say we've been working on
1:00:00
it. and et cetera. And so it
1:00:02
came around to me at one point when we were
1:00:04
heading towards OS2. And
1:00:08
I said, well, I did this
1:00:10
stuff with the two toolbox and so
1:00:12
on. Oh, and yes, I ported the
1:00:14
entire DOS library to C and assembler
1:00:16
from BCPL. And
1:00:19
it's up and booting. There
1:00:22
was still some more work to do. And
1:00:26
no one had asked me to do this. I just did it.
1:00:30
It's just like I was really annoyed
1:00:33
at the DOS library because I'd written
1:00:36
a shell before I
1:00:38
joined Commodore, a
1:00:40
Unix seashell type shell. And
1:00:43
the fact that there was all these stupid
1:00:45
things due to BCPL in there made
1:00:48
it really painful. So I said, could
1:00:51
I possibly just remove this? And I started
1:00:53
trying. Like, oh, maybe I can. And
1:00:57
so I ripped out every piece
1:00:59
of BCPL in the core OS.
1:01:02
I never once ran the BCPL compiler
1:01:05
and got that all up and working
1:01:07
for 2.0 and
1:01:09
still compatible with all the old
1:01:12
BCPL programs. Because all the
1:01:14
old disks had all these command
1:01:16
line utilities were all written in BCPL. And
1:01:19
so I had to maintain all the APIs
1:01:21
they needed with a funny upside down stack
1:01:24
and everything. And I managed to
1:01:26
make all that work. That's pretty
1:01:28
incredible thinking about that. Yeah, you
1:01:30
maintain that compatibility. And
1:01:32
so to remember at the time, my first Amiga was
1:01:34
a 500 plus. And
1:01:37
that shipped with a Kickstarter and Webbench 2.0. And
1:01:41
here in the UK, I don't know how much you know about this
1:01:43
story. But I think basically they ran out of Amiga 500s and
1:01:46
just kind of put Amiga 500 plus in the box. So
1:01:49
you didn't really know what you got until you
1:01:51
opened the box at home. I had not heard
1:01:53
that. Yeah, so it was you had no idea
1:01:55
which machine you're going to get. But I actually
1:01:57
loved Workbench 2.0, although I know that it did
1:01:59
break. some compatibility with games.
1:02:02
I mean, was there, was it much of
1:02:04
a backlash about that then? Do you remember
1:02:06
much about the compatibility? Oh, so I
1:02:09
was on the forefront of some pieces of that,
1:02:11
of that issue. So there's
1:02:14
one story of when
1:02:17
we were releasing 2.0 and
1:02:19
then 2.04, that was a
1:02:21
serious crunch mode time to try
1:02:24
to get that out the door. And one
1:02:26
of the big issues was compatibility. And
1:02:30
so we were literally working around the
1:02:32
clock seven days a week, literally
1:02:34
sleeping in a back room
1:02:37
on some cots with, in
1:02:40
the middle of a whole bunch of old arcade machines. I
1:02:42
have no idea why they were there. I
1:02:45
think they were part of the CDTV team had
1:02:47
them or not, I don't know, to try to
1:02:49
get it to the point where we could ship
1:02:51
it. And this is
1:02:53
where the infamous Hemi Rubin, it's
1:02:56
darkest before the Dawn pep talk that's
1:02:59
recounted on the deathbed vigil came into
1:03:01
play. I won't repeat the whole thing
1:03:03
right now. But so,
1:03:06
yeah, and I remember one time I was debugging
1:03:09
something with an in circuit emulator for the 68,000, if
1:03:11
I remember correctly.
1:03:13
And I figured out why an entire
1:03:16
company's worth of games were not working.
1:03:18
And that's because they made an assumption
1:03:20
that when you called open device, that
1:03:22
the value that was in,
1:03:24
I think, a one, one of the parameters to
1:03:27
it, when you made the call, when
1:03:29
the when open device returned, even though the
1:03:32
return value was in was in D zero,
1:03:34
I believe, that the value
1:03:36
you'd put in a one would now
1:03:39
be in a zero. Right. And
1:03:41
it just so happened the case that was
1:03:43
before but a zero was a
1:03:45
scratch version storage could have been anything. And
1:03:48
the new code randomly did
1:03:50
not do that. So we
1:03:52
had to put in a hack to make sure that
1:03:54
a one was copied to zero. And
1:03:57
you know, doesn't game started working. So
1:04:00
Stuff like that. Almost all
1:04:02
the cases of incompatibility were
1:04:04
the fact that the games
1:04:06
programmers ignored the rules. And
1:04:08
the guidelines, yeah. Yeah. Another
1:04:11
thing you saw often, even
1:04:14
including later, was games
1:04:16
programmers trying to play games with the
1:04:19
track disk and dealing
1:04:21
with the floppy drives directly instead of
1:04:23
going through the OS. And
1:04:26
you'd change floppy drives to another
1:04:28
compatible floppy drive that met all
1:04:30
the specs of common respects and
1:04:33
all the specs in our documentation. And
1:04:35
games would break because there was some
1:04:37
slight difference in track
1:04:40
to track times or rotational
1:04:42
speed variants or whatever. I
1:04:46
was the one who was responsible for rewriting
1:04:48
the entire track disk device to make it
1:04:50
much more stable, faster,
1:04:53
resilient against errors, etc. And
1:04:55
I remember reading through someone wrote a book
1:04:57
on how to use
1:05:00
the Amiga floppy. Someone
1:05:03
in Europe targeted it like
1:05:05
game programmers, whatever. And I went
1:05:07
through it and I put post-it notes
1:05:09
everywhere they did something wrong in the
1:05:12
book. And
1:05:14
it looked like it was a
1:05:16
forest of post-it notes. I
1:05:18
think I've got that on my shelf. Amiga disk drives inside and
1:05:21
out. I think that's a weird one. Yes, I think it. Yes,
1:05:23
in fact, it's wrong. Very, very
1:05:25
wrong. Well, you
1:05:27
know, the structure of the OS as
1:05:29
well with those device drivers, it really
1:05:31
allows it to kind of
1:05:34
expand. And even today, people are doing
1:05:36
new ones and adding to the OS.
1:05:39
Do you think if it didn't have that, would
1:05:41
it have been, you know, as
1:05:43
successful or as well
1:05:45
used as it is nowadays?
1:05:47
Probably not. I mean, to
1:05:50
a certain extent, I mean, it would allow
1:05:53
this success was around the
1:05:55
whole thing. I mean, that's
1:05:58
one of the things that, you know, those. those
1:06:00
sort of flexibilities and the things you
1:06:02
could add to it and improve it
1:06:04
with are part of why it
1:06:06
was so popular and remained popular. They're
1:06:09
not all of that. I mean, it probably
1:06:11
would have been the same way. I
1:06:13
mean, the C64 was not expandable in the
1:06:15
same way, but it's still popular. But
1:06:18
the Amiga was special because of that. And
1:06:20
I think that had a
1:06:22
big play into why everyone thought it was
1:06:24
special and still remembers it as special. Well,
1:06:27
I know in 1990, Commodore released something or started working
1:06:29
on something. I've got Phil,
1:06:31
it was released in 1991. There
1:06:34
was a little bit left of centre and that was the
1:06:37
Commodore CDTV, which was, you know, people
1:06:39
don't remember that was a, it was
1:06:41
a market that I remember Phillips were
1:06:43
going for as well. Phil's CDI was the
1:06:45
competitor. It was a home
1:06:48
multimedia box, which it seemed like I remember
1:06:50
all the magazines at the time thinking this
1:06:52
is going to be like an emerging market
1:06:54
and everyone's going to have one at one
1:06:56
stage, which obviously never happened. But what memories
1:06:58
you've got of CDTV? I heard you worked
1:07:00
on that platform as well. So CDTV was
1:07:02
handled by sort of a separate and almost
1:07:04
entirely separate Tiger team run by Don Galbraith
1:07:07
and a few others. So I didn't
1:07:09
have much contact with
1:07:11
the CDTV people for the original
1:07:13
version. I mean,
1:07:15
it was happening in there, but they had their own
1:07:17
sort of separate area and
1:07:19
so forth. For the CDTV
1:07:21
CR that came back
1:07:24
more into main engineering. Can you
1:07:26
explain what that is for people that might not be familiar with it? So
1:07:29
the CDTV CR was CDTV
1:07:31
cost-reduced. Okay. And
1:07:34
this was a redesign of the
1:07:36
original CDTV, which was expensive to
1:07:38
produce. To cost-reduce it, make
1:07:41
more use of custom chips that
1:07:44
we, you know, because we had the ability to
1:07:46
quickly do gate arrays and so forth with
1:07:49
the MOS technologies. You
1:07:51
know, get it all into one simple
1:07:54
board and also add
1:07:56
some additional capabilities and put all the
1:07:58
video on it on a on
1:08:00
a daughter board so that you could have, you
1:08:02
know, PAL or NTSC daughter boards and have all
1:08:04
the rest of it be the same. It
1:08:07
had a, the CD
1:08:09
drive didn't require a Caddy, it was just an
1:08:11
open one. And instead of,
1:08:14
and we saved money by controlling
1:08:16
the CD drive directly instead of
1:08:18
having a bunch of external stuff.
1:08:21
And it also had memory
1:08:23
expansion slot built in. You
1:08:26
could also put ID hard drive
1:08:28
interface on it, which was
1:08:31
the idea hard drive, ID hard
1:08:33
drive interface was shared with the, what's
1:08:36
now called the A600, which at the time was
1:08:38
called the A300. Yes. And
1:08:41
I'd written the ID driver
1:08:44
for the A300. And so
1:08:46
I was working
1:08:48
on the ID drivers for
1:08:50
the CDTVCR. My understanding is we had,
1:08:52
CDTVCR design was done, everything was set.
1:08:56
We were ready to go into production, but because
1:08:58
they had a whole bunch of CDTVs in the warehouse, they
1:09:00
did not go into production. So.
1:09:03
Cause there are a few out there aren't there? I've seen a few prototypes
1:09:06
like, people have gotten their collections. There are a
1:09:08
few out there, you know, there's definitely, there were
1:09:10
probably, you know, 50,
1:09:13
maybe a hundred built, I don't know.
1:09:16
And there were obviously prototypes, and
1:09:19
there were obviously prototypes out around. And there
1:09:22
were a few out there that are still
1:09:24
working. I still have mine,
1:09:26
which never had a case in the first place, just
1:09:29
never had a top case, but it has the EL
1:09:31
front display. I'm trying to get
1:09:33
it working again, but it
1:09:36
was a fairly nice design. It was, you
1:09:38
know, still running a 68000, you
1:09:41
know, very, very compatible with the
1:09:43
CDTV, but had some additional
1:09:46
capabilities. Cause I
1:09:48
had a, a 570 CD
1:09:50
ROM drive for my Amiga 500, which obviously for
1:09:53
people I'm not familiar with, that basically was an
1:09:55
add on that you put on the side of
1:09:57
the Amiga 500, that transformed it into a CDTV.
1:10:00
And for me, that really came into its
1:10:02
own when they started releasing public domain collections
1:10:04
on CD-ROM. Yeah, that was something. Yeah,
1:10:07
that was like game changer for me. It was better
1:10:09
than having 20 pounds
1:10:12
of floppy disks. Yeah, 100%. But
1:10:15
obviously, I mean, CDTV initially was, they're
1:10:17
talking about it being for encyclopedias and
1:10:19
atlases and things. Microsoft did later on
1:10:21
with Encarture and had success, but I
1:10:23
always thought maybe CDTV was just a couple
1:10:25
of years too early. What did you think of the
1:10:27
concept and the idea of it? And why did you
1:10:29
think it failed? I think it was,
1:10:31
I agree it was a bit too early. The
1:10:36
concept was good, having CD storage. You'll
1:10:40
note that soon thereafter, PCs
1:10:43
started getting CD drives, started
1:10:46
getting, we had CD-based game machines,
1:10:48
including the CD32, some of the
1:10:51
Sega stuff, et cetera, that
1:10:54
rapidly became a popular way to do
1:10:56
it because it could be inexpensively produced
1:10:59
with existing CD tool sets. So
1:11:04
yeah, I mean, it was just
1:11:06
a little early with
1:11:10
certain things that happened a little differently, timing
1:11:12
a little different, whatever, who knows? I
1:11:15
mean, the whole encyclopedia thing,
1:11:17
yeah, that ended up being useful, but
1:11:19
it was not a prime
1:11:21
driver for people to get them in their
1:11:23
house. Games turned
1:11:25
out to be more effective. Yeah,
1:11:28
and the Amiga had like two
1:11:30
kind of lines, essentially. You had
1:11:32
the professional line with the big
1:11:34
box Amigas and higher demands for
1:11:36
those. And then you had the
1:11:38
gaming line. How important was stuff
1:11:40
like SCSI? I know
1:11:42
the Amiga 3000 had it, and
1:11:46
it also had a flicker
1:11:48
fixer built in and stuff. I
1:11:51
mean, those sorts of
1:11:53
things were really important to the professional
1:11:56
market, getting the better video.
1:12:00
getting the access
1:12:02
to all the SCSI devices, all the large
1:12:05
hard drives, having
1:12:07
high transfer rates, you
1:12:10
could get access to tape drives
1:12:12
and DAT drives and
1:12:14
all these other SCSI peripherals
1:12:17
was incredibly important at the
1:12:19
time. At the time,
1:12:21
your choices were like some ancient
1:12:24
AT hard disks or
1:12:26
SCSI drives. SCSI drives were by far preferred, all the
1:12:29
Macs were SCSI, all the Suns were
1:12:31
SCSI, everyone was SCSI. Later on,
1:12:33
and we started
1:12:35
using this with the A300, A600,
1:12:38
A1200, et cetera, IDE
1:12:41
drives showed up, which
1:12:43
had much of the capabilities in terms
1:12:45
of command sets and so forth of
1:12:47
SCSI, but a
1:12:49
much simpler physical interface, not
1:12:52
as fast and often were set up, were
1:12:54
not set up to use DMA though you could,
1:12:57
but the IDE interfaces we had were
1:12:59
just directly used, you
1:13:02
just read from the memory allocation repeatedly.
1:13:04
So they used a lot more CPU
1:13:06
time than
1:13:08
the SCSI drives we had, but
1:13:10
they were a lot cheaper to add onto
1:13:13
a motherboard. Were you
1:13:15
guys kind of amazed at
1:13:17
seeing what people were doing with Amiga,
1:13:19
like with the video toaster? Oh yeah,
1:13:22
I mean video toaster was
1:13:24
awesome. I mean,
1:13:26
it was like, yes, we had pioneered
1:13:29
the idea of desktop video, but
1:13:31
video toaster took that pioneering
1:13:33
and brought it to culmination,
1:13:36
a peak. Genlocks
1:13:39
and so forth were cool
1:13:41
and useful and so forth, but video
1:13:43
toaster gave you a full video
1:13:46
editing suite that
1:13:49
would cost hundreds of thousands of dollars
1:13:51
before and you'd need like
1:13:53
a quantel or whatever and you
1:13:55
could have that all on your desktop for a few
1:13:58
thousand dollars. huge
1:14:00
game changer for all
1:14:02
sorts of stuff. And that's not even
1:14:04
including things like Lightwave and so on
1:14:07
for doing 3D rendering using Babylon 5
1:14:09
and everything else. Yeah,
1:14:11
and those were really impressive when I learned that
1:14:13
the Amiga was doing the introduction to Babylon
1:14:15
5. I was like, really? Wow, the machine I've
1:14:18
got at home is capable of doing that
1:14:20
kind of thing, which was pretty
1:14:22
jaw-dropping. And just kind of going back to the IDE
1:14:24
interface that you mentioned there, because
1:14:26
I remember there's a bit of a backlash at the time about the
1:14:29
the top-end Amiga 4000 not having SCSI and having
1:14:31
IDE on board as well. But I think it
1:14:33
definitely made sense in the lower end machines like
1:14:36
the Amiga 600 and the 1200. I'm curious, because
1:14:38
you mentioned
1:14:41
about writing the IDE drivers for what was
1:14:43
originally called the Amiga 300, that
1:14:46
then was rebadged as the 600 and replaced the
1:14:48
Amiga 500, which I remember upset a lot
1:14:50
of people at the time, because the Amiga 500
1:14:52
was so loved. What kind of memories have you
1:14:55
got of working on that project then, the
1:14:57
Amiga 300 and that morphing into something else? It
1:15:02
was interesting. The
1:15:04
IDE drives, like I said,
1:15:06
they had lots of the capability of
1:15:08
SCSI and very large overlap in the
1:15:10
command set. They were absolutely a lot
1:15:12
cheaper to include, so they made tons
1:15:15
of sense at the low end. You
1:15:17
waste some CPU time, lose a little
1:15:19
bit of transfer rate, but boy, they
1:15:21
were so much cheaper to include. I
1:15:25
emitted the driver by basically
1:15:29
making an IDE drive look like
1:15:31
a SCSI drive to the system. Basically,
1:15:33
just a compatibility layer that
1:15:36
turned an
1:15:38
IDE drive to all the other
1:15:40
layers of the system, including the partitioning code, for
1:15:42
example. It just looked like
1:15:44
a SCSI drive and responded to SCSI commands.
1:15:46
It sent a SCSI command. I
1:15:49
would translate that to an IDE
1:15:51
command and translate the response. That
1:15:53
worked out really well, very smoothly,
1:15:56
and we got good performance out of it.
1:15:58
The 4000 was an interesting Beast.
1:16:01
It was originally, they didn't
1:16:04
want to do the
1:16:07
3000 plus, which was a higher end machine,
1:16:11
possibly with a DSP. And
1:16:14
they didn't want to do the pizza box A1000 plus
1:16:16
idea that we
1:16:19
had for doing
1:16:21
an inexpensive Sun350 style
1:16:24
pizza box with maybe
1:16:26
a zero to slaughter two on the side and an
1:16:29
O20 or an
1:16:31
O30 and an ID drive
1:16:33
and be inexpensive, but still
1:16:36
a nice machine with double A.
1:16:38
So the new management wanted to do
1:16:42
what they called the A2200 and the A2400 and 3400, which
1:16:48
were also at times referred to as
1:16:50
the A1000 junior and senior. Just
1:16:55
to add to confusion. Oh yeah, I have to add
1:16:57
to confusion. Literally, I've got source code comments and some
1:16:59
of the disk
1:17:02
driver code for the ID stuff that
1:17:05
references the A1000 junior and
1:17:07
senior. And the junior was, I think, the
1:17:09
2200 slash 2400 and the senior was the 3400. Namely
1:17:14
anything junior after the IBM PC junior would
1:17:16
have been a brave decision though. You have
1:17:18
to realize that Lou Agabreck was helping
1:17:21
run the engineering at the time
1:17:23
and he was one of the architects of
1:17:25
the PC junior. So
1:17:28
they wanted to do this and they were focused more on
1:17:30
the lower end and they wanted
1:17:32
to just simply have variations of it
1:17:34
that were slightly higher end like O20
1:17:38
versus O30, etc. The original 4000s
1:17:41
wouldn't have had an O40s. The 3400s would
1:17:43
not have had an O40, if
1:17:49
I remember correctly, maybe not. That's
1:17:52
why, for example, I have a CPU
1:17:54
card here that says 8
1:18:00
in Commodore, let's see, it
1:18:03
says 8, 3200 slash 3400, 68-020
1:18:08
slash O30 Rev1, which
1:18:11
had literally O20s and O30s both on
1:18:13
the card. Wow. This was
1:18:15
for sending out to
1:18:20
third-party developers who were preparing
1:18:22
AA software, and
1:18:24
so they could emulate either an
1:18:27
O20-based or an O30-based machine,
1:18:29
just by changing a jumper. Originally,
1:18:33
these were supposed to be cheaper machines,
1:18:36
etc. They morphed into somewhat
1:18:38
higher-end machines by the time the A4000 came out. I
1:18:43
don't think they ever sold the 2200, 2400 setup. Well,
1:18:47
the stuff of legend that we always used to
1:18:50
hear about was the AAA chipset,
1:18:53
which was a later chipset that
1:18:55
was going to come out. There was a lot
1:18:57
more advance. You
1:18:59
actually, before this call, told us that
1:19:01
you had a AAA chip with you.
1:19:06
In my hand, which you cannot see, I
1:19:09
have a AAA chip, which
1:19:11
might be the only
1:19:13
AAA chip still out
1:19:15
there. It's a Monika 1201RO chip.
1:19:20
I showed it at the Amiga
1:19:22
30th event at the
1:19:25
Computer History Museum, like nine years ago. They
1:19:28
were originally supposed to have AAA done in
1:19:30
something around 1990, or maybe 1991. It
1:19:36
was already underway when I joined Commodore in 1988.
1:19:40
It took a long time. I
1:19:43
don't know why I was not in the chip group. The
1:19:46
AA was
1:19:48
created, we call it AA
1:19:50
now, everyone else
1:19:52
called it AGA, was created as
1:19:54
a stopgap by some of the engineers who
1:19:57
said, trip ways taking too long, it's not
1:19:59
going to be... ready, we need
1:20:01
something. And a couple
1:20:04
of the engineers had a bright idea and
1:20:06
we got AGA,
1:20:08
which was a relatively simple thing for us to do.
1:20:11
If it had shipped in 91, it
1:20:14
might have made
1:20:16
a big difference. It had
1:20:20
hugely improved capabilities over the
1:20:22
original chipset, on
1:20:25
almost every level. Everything
1:20:27
from the graphics, obviously, the
1:20:29
bit blitters, the ability
1:20:31
to support non-planar graphics,
1:20:35
which turned out to be important as you start
1:20:37
getting these big resolutions. Even the floppy
1:20:40
drive interface, which supported even
1:20:42
higher size flopies, the
1:20:45
audio stuff in Mary, which
1:20:47
was greatly improved over
1:20:49
what was in Paula and
1:20:51
designed by the same designer
1:20:54
who did Paula. Yeah,
1:20:56
and it would have even been able to
1:20:58
directly drive CD drives
1:21:03
using Mary. All sorts of things
1:21:06
it could do. But by the
1:21:08
time it actually was semi-functional,
1:21:11
which was late 93
1:21:14
or late 94, when I was
1:21:16
actually working on it, writing test
1:21:19
programs to test
1:21:21
the blitter and so forth, it
1:21:24
was no longer as
1:21:26
game changing as it would have been a
1:21:28
few years earlier. It still would
1:21:30
have been very cool, would have gotten a lot
1:21:33
of interest, would have been competitive, but
1:21:35
it was no longer game changing in the same way
1:21:37
it would have been a couple of years earlier, in
1:21:39
terms of the super high resolution. It still
1:21:42
would have had really
1:21:44
strong graphics acceleration capabilities
1:21:47
compared to things that
1:21:49
existed out there and VGA boards
1:21:51
and so on. There weren't many accelerators out
1:21:54
there. So it's
1:21:57
really unfortunate. I don't know the details
1:21:59
of why it didn't get
1:22:01
done in time. I'm sure a lot of it had to
1:22:04
do with management. It would have been
1:22:06
cool. I'm curious about that moniker chip that
1:22:08
you've got there on your hand as well. So kind of
1:22:10
what state was that in? And I mean,
1:22:12
explain what the chip did and do you
1:22:15
think it could be made to work? What
1:22:17
kind of- So there were two, sorry to
1:22:19
note, there were two AAA
1:22:22
boards that were built and
1:22:24
running in the lab. And
1:22:28
they did run, I
1:22:30
believe they had graphics up and so forth, but
1:22:33
only as very limited test programs. One
1:22:35
of the problems was that that particular
1:22:37
Rev, and they needed to do another
1:22:39
chip Rev, had a problem
1:22:42
where the interrupts didn't work.
1:22:45
She had no interrupts. So
1:22:48
I wrote a whole bunch of test programs that
1:22:51
would test out, do glitter
1:22:53
tests and would
1:22:55
communicate over serial to another machine. And
1:22:58
it did it all without interrupts, which
1:23:00
was fun. It was a sort
1:23:02
of interesting challenge, but they would run.
1:23:04
I mean, there were two running systems
1:23:08
without schematics and all the chips
1:23:10
and the internal design
1:23:12
of the chips and everything else, which no
1:23:14
longer exists, far as I know, you
1:23:17
would never be able to build another board like
1:23:19
that. And the chip
1:23:21
I have, I have no idea if it even worked
1:23:23
in the first place. That's something
1:23:25
I rescued when everything was
1:23:27
getting cleared out. So
1:23:29
now aside of Triple 8, wasn't there also a
1:23:32
even more advanced chip setting?
1:23:34
Hombre. Yeah, that was, apparently
1:23:36
that was going to completely change the architecture. I
1:23:38
mean, what do you remember about that? And what
1:23:40
would that have been like? Hombre was very interesting
1:23:44
and sidestepped a lot of the things that had
1:23:46
tripped up the AAA work, I believe. Hombre
1:23:49
was the baby
1:23:51
of Ed Hepler,
1:23:53
who was one of the people who was
1:23:55
brought in, who knew
1:23:57
a fair bit about chip design and so on.
1:24:00
on, his idea
1:24:02
was to, instead of
1:24:04
having these huge custom chips
1:24:06
with lots of hard-coded logic on them,
1:24:10
his idea was to build something that
1:24:12
was a processor extension
1:24:14
based around a PA risk
1:24:17
core, one of the risk
1:24:19
processors from Heward Packard, and
1:24:21
add a bunch of instructions that
1:24:23
would let the processor do efficient
1:24:26
bit-blitting and other things
1:24:28
like that and do
1:24:30
it. It sort of
1:24:32
foreshadowed the modern system-on-a-chip
1:24:34
setups, wherever all the things
1:24:37
that are incorporated with the CPU onto one
1:24:39
chip. It would
1:24:41
not have necessarily been a single chip in implementation,
1:24:44
but it would have been something close to it.
1:24:47
And we were working with HP on it at
1:24:50
the time. I still have some
1:24:53
documents detailing how Hombre
1:24:55
would work that I showed at
1:24:57
the Amiga 30th stuff in
1:24:59
a fair bit of detail that I'm going
1:25:02
to be sending off to Dave McMurtry to
1:25:04
scan in for the Commodore
1:25:07
Historical Archives. That's a wonderful
1:25:09
Facebook group as well. People are not part of that.
1:25:11
It's absolutely worth showing. Oh yeah.
1:25:13
Dave's great. I have a box of
1:25:15
documents I need to send them. I'm
1:25:18
sorry I didn't save more from when
1:25:20
everything went poof. You
1:25:22
didn't know everyone was going to be interested in it 30 years
1:25:24
down the line. I
1:25:26
was one of a couple of engineers who
1:25:28
helped X-Engineers. After
1:25:31
they had the big auction where they sold off the
1:25:33
Vax and a bunch of other furniture and all the
1:25:35
other things, the company that
1:25:37
was responsible for the auction needed to clear
1:25:39
out the building, which was full of stuff.
1:25:43
And so a couple of us got hired
1:25:45
by the auction company
1:25:48
to help clear it out,
1:25:50
take mounds of stuff down to
1:25:52
dumpsters and so forth. And we
1:25:55
culled over some of the stuff that
1:25:58
we were taking to dumpsters. and kept
1:26:01
it. That's why I've got a Commodore
1:26:03
65. I had stuff from my
1:26:05
office already, but I picked up a whole bunch of
1:26:07
other random items that were just sort of
1:26:09
lying around and no one cared about and it's just going
1:26:12
to go in a dumpster. So
1:26:14
most of the documents I
1:26:17
have were from my own files and so forth,
1:26:20
but there were a million documents I could have
1:26:22
grabbed that I did not. I'm
1:26:25
glad you saved that Commodore 65. I've seen the
1:26:27
prices of those on eBay now. So you made
1:26:29
a wise choice there. I will probably be selling
1:26:31
that one. It's fully functional. Oh wow. I
1:26:34
was just headed up a few days ago. You'll
1:26:36
have a nice vacation with that money after
1:26:39
you've finished it. Well, talking
1:26:41
to kind of companies, you know, that
1:26:43
were doing amazing things with the Amiga,
1:26:46
Scala was one and Scala
1:26:49
had some absolutely amazing
1:26:51
stuff that was going on there and they were
1:26:53
growing so quickly. What
1:26:55
point did you join them? So
1:26:59
I joined Scala a
1:27:01
couple months after Commodore
1:27:04
went bankrupt. A
1:27:07
whole bunch of my friends had already joined Scala,
1:27:09
including Peter Turner and
1:27:11
Jeff Porter and Dave Haney. Yeah,
1:27:13
there was a lot of the
1:27:15
original Amiga team that went
1:27:17
on to Scala straight after and if
1:27:20
I just don't know, Scala was a
1:27:23
piece of kind of presentation software that
1:27:25
had a lot more to it that
1:27:27
would control digital signage,
1:27:29
but also have interactive aspects
1:27:32
as well. Yes. And
1:27:36
Scala was expanding into the
1:27:38
US and over the
1:27:40
previous year had hired Michael Sins
1:27:42
and Peter Turner and
1:27:45
other people. You know, a
1:27:47
bunch of others had gone to 3DO.
1:27:49
I had interviewed at 3DO back in 93.
1:27:52
They made an offer to me and
1:27:54
I turned them down. I basically
1:27:56
said, I don't believe this is
1:27:58
actually. I should be in
1:28:01
the target market for this. And
1:28:03
I don't believe that it's
1:28:05
actually, the price you're gonna be asking for, I don't
1:28:07
believe it's gonna work. So, and
1:28:09
it turned out I was right. But I joined
1:28:11
Scala and I
1:28:14
was also interviewing at DEC, my
1:28:16
first SCSI work. But then I
1:28:18
worked at Scala for about four
1:28:20
years, four and a half years. We
1:28:24
did some incredible stuff with graphics
1:28:28
and sort of a
1:28:30
follow on almost to the desktop video of
1:28:33
the Amiga days. It's
1:28:36
quite crazy because looking at it
1:28:38
on the surface, it looks like
1:28:40
a titling piece of software or
1:28:42
something that would just
1:28:44
be very basic, like kind of
1:28:46
maybe like a PowerPoint. But then
1:28:49
with stuff like the extended scripting
1:28:51
languages, interfaces with
1:28:53
stuff, you
1:28:55
could turn it into a
1:28:57
whole like non-linear video editing
1:28:59
suite. What was it like
1:29:01
when you started to connect
1:29:04
stuff up and get devices
1:29:06
working with Scala, genlocks,
1:29:10
genlocks, all these kinds of things? Yeah,
1:29:12
I mean, some of the stuff you could do with
1:29:15
this scripts there were really
1:29:17
impressive. The
1:29:19
ability to make complex things that
1:29:22
would show off all sorts
1:29:24
of reveals and
1:29:26
fades and all sorts of
1:29:28
other stuff. And as you said, they could be interactive
1:29:30
as well. We were using
1:29:33
it as a front end interaction software
1:29:35
for some satellite video companies, for example.
1:29:38
So were you working with Info Channel
1:29:40
as well? Because just for the listeners,
1:29:42
there were two versions. There was Info
1:29:44
Channel, which was the kind of
1:29:46
high end presentation software
1:29:49
that also communicated on
1:29:51
a network. And
1:29:53
then there was Scala, which was the kind of
1:29:56
software that people could use at home and
1:29:58
do their own thing. Yeah, it was
1:30:00
all one and the same internally for us.
1:30:03
You know, the core of it was all
1:30:05
the same stuff. The info
1:30:07
channel added a bunch of additional capabilities on
1:30:09
top of it, so. Guess stability
1:30:12
was an important thing as well, because
1:30:14
some of these machines, you know, They'd
1:30:16
run for weeks. They'd have them in
1:30:19
a box, you know, running for weeks.
1:30:21
Yeah, yeah, you know, the Amiga experience
1:30:23
was a good thing there. Memory leaks
1:30:26
are bad. You
1:30:28
know, making things nice and stable
1:30:30
was critical. We had no memory
1:30:32
protection on the Amiga. So,
1:30:34
you know, we would
1:30:36
set things up so that they would run
1:30:38
for a very, very long time and be
1:30:41
stable. And for
1:30:43
all these sort of like rotating displays
1:30:45
and cable system, you know, putting something
1:30:48
up on a cable system channel, whatever,
1:30:51
they need to just be up. It's
1:30:53
very annoying when you turn on your cable TV and
1:30:56
you switch to the local
1:30:58
information channel and it's
1:31:01
showing a guru meditation error, which I've
1:31:03
seen, or equivalent
1:31:05
for Scala if it's crashed and
1:31:07
sitting at the OS. It's
1:31:11
like when I drove to ATM once
1:31:13
and I was like, oh look, there's
1:31:15
a window NT login screen. Well, I
1:31:17
found it really hard to get Scala
1:31:19
to crash. You know, if it's a
1:31:21
really solid piece of software. We
1:31:23
wrote an entire, we had an entire language
1:31:25
and compiler that was written by Dave Haney
1:31:28
that everything was written in.
1:31:31
And I think it was called Scala
1:31:33
Player, but it was kind of a
1:31:36
way of having the scripts that
1:31:38
would be kind of created in
1:31:40
a like little encrypted
1:31:42
file system. Yeah,
1:31:45
I did all the encrypted, like
1:31:49
put all your files into a single
1:31:51
file, basically a file system within a
1:31:53
file and encrypt the whole thing.
1:31:56
That was something I did. And
1:31:58
that meant you could just. pass on
1:32:01
a Scala kind of presentation that had
1:32:03
already been done. Right, a single file,
1:32:05
just drop it in and play. Yeah,
1:32:08
that's amazing. Yeah, I
1:32:11
was just hiding all the existing
1:32:13
files into a single file, make
1:32:16
it all look like it was
1:32:18
an entire file system worth of stuff to the
1:32:20
rest of Scala software. Well, another
1:32:23
thing that you also worked on was
1:32:25
pretty cool, which was Worldgate as well
1:32:27
with a interactive TV
1:32:29
and the OJ video
1:32:31
phone as well, with that kind of
1:32:33
directly because you had that world
1:32:36
of presentations and displays and wanted
1:32:38
to get into that area. Yes,
1:32:40
so when I was working
1:32:43
at Scala, Joe Augenbron, who was
1:32:45
one of the other hardware engineers
1:32:48
at Commodore, was one of
1:32:50
the founding people working on
1:32:53
working at a company called Worldgate to
1:32:55
do internet access over cable
1:32:57
boxes. And he
1:33:01
called me up, I'd like loaned him
1:33:03
one of my computers at one point
1:33:05
to do some demonstrations of how it
1:33:07
was supposed to look. So
1:33:09
he called me up and said, hey, you
1:33:12
should work for us. And so I ended
1:33:14
up joining and working
1:33:17
on internet browsing via
1:33:19
cable boxes. We
1:33:23
did that for a few years, we went public,
1:33:25
and the company was worth a billion dollars. But
1:33:28
we couldn't get the we were
1:33:30
partnered with the cable companies, but you
1:33:32
couldn't actually force them to deploy the
1:33:34
stuff. They would go through
1:33:36
mergers and they would have other things they
1:33:41
were worried about at the time. And eventually,
1:33:44
they bought our technology so that
1:33:47
they could use it to get out
1:33:50
from under patents that TV Guide had. And
1:33:53
so they paid us off for that. We
1:33:56
basically had to go
1:33:58
from like 300 people down to about 20 people. And
1:34:01
we decided to take that money they'd
1:34:03
given us and totally switch businesses
1:34:06
and go into hardware video phones, which
1:34:08
the head of the company, who
1:34:10
was a previous CEO of
1:34:13
General Instruments, Big Cable
1:34:15
Block Assembly, he'd always wanted to do. And
1:34:17
when we did that in literally
1:34:21
from the time we got our first DSP
1:34:24
prototype board to when we
1:34:27
went to CES with it, six months, less than six
1:34:29
months, and
1:34:32
had a working video call to
1:34:35
CES from Pennsylvania. In
1:34:37
fact, that was the first time we made a call outside of the
1:34:39
building. And
1:34:42
the first words spoken over that call
1:34:44
when we got it up and working
1:34:46
at 2 a.m. to Las
1:34:49
Vegas were, Holy shit, it works.
1:34:53
And so we did the hardware video phones for
1:34:55
several years. We were partnered with Motorola. They
1:34:58
were used in addition for
1:35:01
just general calling also for video
1:35:03
translation systems for
1:35:06
people who are hard of hearing or deaf, where
1:35:08
they could use sign language over video to
1:35:10
an interpreter who would be on the phone
1:35:13
to your doctor or your pizza place or
1:35:15
whatever. So that
1:35:17
was used for that and very,
1:35:19
you know, it was really well done.
1:35:21
Worked well. Eventually,
1:35:25
we got bought by a company that sold
1:35:27
video phones. There were all sorts of
1:35:29
things along the way, but I won't go into them. And
1:35:32
that company, unfortunately, was
1:35:34
a multi-level marketing company and
1:35:38
they fired the original CEO, moved
1:35:40
us into nicer quarters. But they
1:35:43
were in bed with a
1:35:46
TV personality who had
1:35:48
a big TV show at the time called
1:35:50
The Apprentice, i.e. Donald Trump. And
1:35:55
some more video phones actually appear in an
1:35:57
episode of The Apprentice. So
1:36:00
yeah, that was fun. But
1:36:02
eventually that company, which
1:36:04
was kind of, they were kind of scummy, not
1:36:07
surprisingly, they
1:36:11
decided they fired almost everyone except
1:36:13
for the engineering team and
1:36:16
then started trying to sell the engineering
1:36:18
team to various
1:36:20
telecom companies. So all
1:36:22
of us, you know, over the
1:36:24
period of like two or three days, en masse,
1:36:27
quit leaving them with basically
1:36:30
nothing. Wow. I
1:36:33
can imagine as well, like, you
1:36:35
know, your experience with video phone,
1:36:37
kind of putting live real
1:36:40
time video in there helped
1:36:42
you when you joined Mozilla and you
1:36:44
were on the web RTC project
1:36:46
and you were doing, you know, audio
1:36:48
and video on the web. So
1:36:51
the short story is, after
1:36:55
quitting Worldgate, I
1:36:57
was brushing up my
1:37:00
skills, fixing 10 year old
1:37:02
bugs I've reported for to Mozilla.
1:37:04
We'd used the Mozilla browser in Worldgate when
1:37:06
we were doing the internet browsing over TV
1:37:08
and I'd stayed perfectly involved in the project
1:37:11
all the way through. I've been heavily
1:37:13
involved back in 2000, 2003 or so. And
1:37:17
so I was fixing some 10 year old bugs
1:37:19
I'd reported. And one
1:37:21
of the people I used to work with at Cal
1:37:23
On said, hey Randall, how the hell are you? You
1:37:26
need to work for us. We've just the project
1:37:28
for you. And that was WebRTC, audio and video
1:37:30
in the browser over the web. Cause
1:37:33
that combined all the browser knowledge I had
1:37:36
and all the video communications
1:37:39
knowledge I had. And
1:37:41
so I was the lead for the
1:37:43
WebRTC project for Mozilla and heavily involved
1:37:46
in the IETF and
1:37:51
W3C spec side of all this. Design,
1:37:54
data channels, et cetera. And
1:37:57
lead implementer for that. That's
1:38:00
what we're using right now to
1:38:03
chat on this podcast. Well, I
1:38:05
was wondering, Firefox is pretty fast, but
1:38:09
why do you think people should use Firefox? A
1:38:12
couple of reasons. A, you're
1:38:14
right, Firefox is fast. In fact, I've
1:38:16
worked on the performance team there, and
1:38:19
we blogged earlier this year
1:38:21
about speedometer three results.
1:38:24
We've done great on our
1:38:27
performance. We're on a par or
1:38:29
better than Chrome and
1:38:31
Safari on our performance. Our
1:38:34
page load performance, we
1:38:36
often are significantly ahead of Chrome.
1:38:40
So we've been very proud of that. But
1:38:42
the biggest reason to support Mozilla is
1:38:45
that we're not part
1:38:47
of a huge advertising
1:38:49
conglomerate. We
1:38:51
are harvesting all your data to sell,
1:38:54
to put you into boxes, to
1:38:57
sell your information and
1:39:00
ads to all these other people. We
1:39:04
have a mission to all the
1:39:06
people, all the users of the
1:39:08
Internet to make their
1:39:10
life better and to help protect them.
1:39:13
That's what we do. We do
1:39:15
that partially by providing a product
1:39:17
that has those capabilities. And
1:39:20
we take the money we make with that, and a lot
1:39:22
of it comes from Google, that's true, to
1:39:25
push those things, not just there but
1:39:27
elsewhere, and to stop
1:39:30
bad regulations from
1:39:33
getting promoted, bad
1:39:36
specs that will hurt users' privacy
1:39:38
and security. And
1:39:40
we have often, though not always, been successful
1:39:43
with that. When we were doing WebRTC, we
1:39:46
were pushing hard for end-to-end encryption
1:39:48
in WebRTC. And we were slowly
1:39:50
losing that fight because Google
1:39:52
didn't care. They were happy to use
1:39:54
the existing telecom
1:39:56
standards that exposed all the keys to
1:39:59
the people. in between, we were
1:40:02
fully losing that fight. And then there
1:40:04
was a smaller release of information from
1:40:07
Snowden about how people
1:40:10
were snooping on all these
1:40:12
online communications. And so at
1:40:14
the next meeting of the
1:40:16
IETF, we called the
1:40:18
issue and we had
1:40:21
an almost unanimous result
1:40:23
of everyone, they don't vote in
1:40:25
the IETF, they hum, agreeing
1:40:28
to have end-to-end encryption,
1:40:30
which we had pushed for so hard
1:40:33
and fought tooth and nail for, and
1:40:35
everyone finally agreed to it. And
1:40:38
that's why communication like we're doing
1:40:40
now is end-to-end encrypted
1:40:42
and so much safer
1:40:45
for everyone. And I think
1:40:47
that's always important, isn't it? And I think
1:40:49
particularly even more so in the world today.
1:40:52
And there might be people listening who maybe haven't
1:40:54
tried Firefox for a while. I must admit I
1:40:56
did download a new version of it
1:40:58
before we had this call here. And I must admit,
1:41:01
it does look like it's come on a hell of
1:41:03
a long way in the last few
1:41:05
years. I mean, there was a time
1:41:07
when it had gotten a
1:41:09
little more bloated and slow, and we
1:41:11
have worked hard
1:41:13
to make it more memory efficient,
1:41:16
more CPU efficient, faster
1:41:19
at loading pages. When
1:41:21
I was working on our site isolation
1:41:23
project, which
1:41:26
separates out all the response
1:41:28
to all the Spectre issues and
1:41:31
so on, I was
1:41:34
in charge of the performance for that because
1:41:36
it's a danger of reducing our page load
1:41:38
performance. So I was monitoring all our page
1:41:40
load performance for that. And
1:41:43
when this shipped, not
1:41:46
only did we only have like a 5% regression from
1:41:49
– actually, no, sorry, 1.5% regression from site isolation, but at
1:41:51
the time, we were 10% to
1:41:58
12% faster at
1:42:00
loading pages than Chrome was
1:42:03
across 30 some odd
1:42:06
different websites that we tracked
1:42:08
for this. And we've maintained
1:42:11
that as well as improved
1:42:13
our JavaScript performance as part of the SP3 work
1:42:15
over the last year and a half. So
1:42:18
we're seriously competitive
1:42:20
with everything that Chrome does in terms
1:42:23
of performance. Yeah, so I think if
1:42:25
people haven't visited it for a while, it might be worth
1:42:27
a look again at Firefox because I think you'll be impressed
1:42:29
at how it's come along recently. So
1:42:32
best of luck with you and the team there at Mozilla Randall.
1:42:34
It seems like you know, you're on a really good track
1:42:36
at the moment. And thanks for coming on and sharing
1:42:38
some of your Commodore and Amiga memories as well. It's
1:42:40
been fascinating to hear those. So thanks
1:42:43
again for your time. It's been fun for
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