Episode Transcript
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0:00
Coming up on this week's show a
0:02
budget Mega Drive flash cart arrives. An
0:05
amazing new Contra-like game is set to
0:07
launch and we chat to one of
0:10
the creators of the Macintosh, Apple legend,
0:12
Andy Herzfeld. And
0:22
the Retro Owl podcast is brought to
0:24
you each and every week with our
0:26
lovely friends at Bitmap Books. Now have
0:28
you seen their latest volume, Run and
0:31
Gun, a history of on-foot shooters. Now
0:33
this goes over 496 pages,
0:36
more than 300 games are in here, all
0:38
the big ones Contra, Gunstar Heroes, Metal Slug,
0:41
Midnight Resistance, Turrican and some hidden gems that
0:43
you may not have come across before. We'll
0:45
talk more about that in just a bit
0:47
but you can check it out in the
0:49
rest of their retro gaming collection at bitmapbooks.com.
0:53
And with our friends at PCBWay. Now
0:55
I'm sure you've heard about PCBWay before,
0:58
they offer fully featured custom PCB prototyping,
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their incredible Retro Community page on their
1:11
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1:13
You can get an instant quote right
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now for your project at pcbway.com. Hello
1:20
and welcome to the Retro Hour podcast
1:23
episode number 440, your weekly dose of
1:25
retro gaming and technology news with me
1:27
Dan Wood. Me Ravi Abbotz.
1:29
And me Jo Fox. And very nice
1:31
to be joining us for our first
1:34
episode of August already.
1:36
Does you realise only 60 episodes
1:38
away from episode 500? Oh
1:41
man, yeah literally just over a year
1:43
away from episode 500. That's crazy. Where
1:45
do the weeks go? But we
1:47
have got a podcast this week to focus on before we get
1:49
to episode 500. Yeah so nice
1:51
to be joining us of course, this is a
1:53
show that comes out every single Friday and brings
1:55
you up to speed on all the big happenings
1:57
in the world of retro gaming and from
2:00
over the last week. We always say it's a show
2:02
of two halves really, isn't it? First half of the
2:04
podcast is when us nerds geek out
2:06
about what's been happening in the world of retro
2:09
gaming and tech from over the last seven days.
2:11
And we're the guys that keep an eye on
2:13
all the blogs and the social media sites, because
2:15
we know everyone's busy. So we give you basically
2:18
the headlines of what's been happening over the last
2:20
week. And then the second half of the show
2:22
is when we welcome on an industry veteran to
2:25
tell us their story. And
2:27
I've got to say, they do not come much
2:30
bigger than our guests this week. Now we're going
2:32
to be talking to Andy Hertzfeld, who is
2:34
a name that, if you've studied the history
2:37
of personal computing, it might not be a
2:39
name that instantly jumps to mind. I mean,
2:41
you know, you normally think like Steve Jobs,
2:43
Bill Gates, but he was very important. And
2:45
actually I'd been reading his website, folklore.org,
2:47
which if you haven't seen that,
2:49
it's got some incredible stories about
2:52
the early days of Apple, because
2:54
Andy was actually one of the
2:56
original developers of the Apple
2:58
Macintosh. So he joined Apple back in 1979, he
3:01
was a systems programmer, and it quickly became
3:03
a core member of the original Mac team.
3:06
And the thing about it is back then,
3:08
I mean, you think about the history of
3:11
personal computing. Today we're all used to graphical
3:13
user interfaces, for example, you know, if I
3:15
think of even using a DOS PC back
3:17
in the day, the fact you had to
3:19
go on and, you know, type in commands
3:22
to navigate your files and folders. It wasn't
3:24
very user friendly, was it? Not
3:26
at all. And I mean, you know, not even just talking about
3:28
DOS PCs over here in the UK, when we had stuff like,
3:30
you know, the ZX Spectrum and the
3:32
COVID-19 64, that early wave of
3:35
home microcomputers, they dropped you
3:37
into BASIC when you first turned them
3:39
on. So it was assumed that the user would
3:41
have at least a basic knowledge of programming or
3:44
be able to read the manual and memorize commands.
3:46
And obviously the graphical user interface came along and
3:48
that's been the de facto way of using computing
3:50
ever since. So that was a lot
3:52
of the stuff that Andy worked on at Apple. It was
3:54
really making sure that the
3:57
machine was a user friendly computer
3:59
for the end. user and it really made
4:02
the you know personal computer become accessible. Yeah
4:04
and it was a really interesting time so
4:06
you know we talked to Andy in this
4:08
interview about when he joined and it was
4:11
the Apple 2 which was a great kind
4:13
of expandable machine and then of course going
4:15
into the Apple Lisa and you
4:17
know that was one of the first
4:19
machines with a with a GUI that was a
4:22
home computer and it cost ten thousand dollars and
4:24
it cost quite a lot yeah and
4:27
then into the Apple Macintosh which you
4:29
know we've seen lots of films about
4:31
Apple and the history of Steve Jobs
4:33
and hearing about those times and the
4:35
kind of changes that happen within the
4:37
company. Some people love Steve,
4:39
some people weren't the biggest fans of Steve
4:41
so we hear Andy's kind of personal
4:44
views of this and I remember
4:46
seeing Andy also in Michael Fassbender's
4:50
Steve Jobs film as well. Oh the Danny
4:52
Boyle one. Yeah and Andy said it was
4:54
nothing you know it
4:57
wasn't related to how it happened that
4:59
that film was not aiming for realism
5:01
really but it's really
5:03
interesting to hear his story especially
5:05
during that time because he worked
5:07
at General Magic later which were
5:09
absolutely fantastic company that were pushing
5:12
technology and you know helping create
5:14
the basis for stuff like the
5:16
iPhone you know they were researching
5:18
emojis there was all
5:20
sorts of kind of crazy projects
5:22
coming out of that company and
5:25
it's really interesting to hear about
5:27
when Steve Jobs left and
5:29
when John Scully came in yeah
5:31
it's a really fascinating interview. Yeah
5:34
I mean I think hearing about those early days at Apple
5:36
because I mean he runs a website I mentioned folklore.org I'll
5:38
put in the show notes where you can read a load
5:40
of anecdotes about that time and the fact that they were
5:42
you know the hours they were working to
5:45
get the Macintosh launched I mean this famously these t-shirts
5:47
they wore that said 90 hours
5:49
a week and loving it you know
5:51
it was said that they wanted an idea. It starts
5:53
at the crunch there isn't it? Yes it's like you
5:55
know just insane the work they went through to get
5:58
this machine on the market and then how Steve
6:00
Jobs suddenly came to him just before the launch after
6:02
I think he'd been awake 48 hours and said you're
6:04
not finished yet We need a demo to launch the
6:07
machine with so you hear all about that
6:09
and of course Steve Jobs
6:11
famous Reality distortion field we
6:14
get and these thoughts on that and like you
6:16
said when he went to work for general magic
6:18
basically Making what was you know the smartphone back
6:20
in the early 90s? Yeah, and how
6:22
that kind of fell apart so and how different things could have
6:24
been so Whether you're
6:26
an Apple fan or not or whether you just want to hear
6:28
some of this History how things
6:30
became how they are today a really interesting
6:32
guest Andy Hertzfeld is our special guest And
6:35
he'll be on the podcast in around half
6:37
an hour from now Now
6:39
I did say first half of the show that's when
6:41
we have a bit of a chat a bit of
6:43
a roundtable about what's been happening in retro from over
6:45
the last week and This
6:47
headline I thought was really interesting and I must admit
6:49
I'd like to know a bit more about this story
6:51
because that this is Krix who
6:53
I'm sure many people in the the
6:56
console scene are familiar with Krix
6:58
He's a guy behind those ever drive cartridges
7:00
of which I'm looking now There's at least
7:03
three of my machines in front of me without his cartridges
7:05
in and these are basically
7:07
flash cards So you download ROMs,
7:09
which I'm sure you legally own
7:12
There's a little disclaimer and put these
7:14
ROMs on an SD card You then put
7:16
them into the top of a cartridge into
7:18
your original console You get a big
7:20
list of games and you can play them on
7:22
original hardware as if you're running off
7:25
the original cartridge But the only thing about them is
7:27
I mean, you know, they generally cost around
7:29
100 to 150 dollars. Hmm, but
7:32
this is something new from him that he's
7:34
calling a budget ROM
7:36
cart for the Mega Drive Which
7:38
is gonna be $40 the three
7:41
of us are actually debating this for
7:43
about half an hour For a good half
7:45
an hour before we started recording. It
7:48
seems very very interesting and very affordable
7:50
as you say Dan $40
7:53
this one's gonna be But there
7:55
is a statement on the official product
7:57
page. There are no fancy features that
7:59
modern cartridges usually have. So don't buy
8:01
this device unless you are sure you
8:03
understand what it is. So
8:06
I was a bit like, oh brilliant, Dan and Ravi will know what
8:08
this is. And
8:11
as we would have it, I'm not saying that we
8:13
don't know what it is, but we've all kind of
8:15
got a little bit of a different
8:17
opinion on what it is. But what it looks like
8:20
to me is, it's
8:22
a very basic Everdrive
8:24
cartridge, so it doesn't have any
8:26
FPGA on there. Yeah,
8:31
I think all the other ones did other
8:33
features, didn't they? So they had like, you
8:35
know, you could play games that weren't available
8:37
for the system that would be
8:39
powered, like you know, Sega
8:42
CD games, 32X and
8:45
stuff like that. And they also had quite
8:47
a hefty price tag with that
8:49
as well, didn't they? Yeah,
8:51
absolutely. Yeah. So this looks
8:53
to us, it's a basic one, which
8:56
uses its own memory. So
8:58
it doesn't have its own processor on there or
9:00
anything like that. It uses the memory of the
9:02
cartridge and the memory of the Sega Mega Drive.
9:06
But it does have an SD slot on there,
9:08
which you would think, okay, you put all your
9:10
games on the SD card and then you stick
9:12
it in there. But the way it's reading in
9:14
terms of the product notes is, it does only, we're
9:17
not too sure, this is where we want to find
9:19
out, maybe somebody can help us with this one. Does
9:22
it only put one game on the cartridge?
9:25
Yeah, because that was my initial thought was when I
9:28
saw this is going to be $40 and a lot
9:30
of the comments are saying that if you look through
9:32
the thread on X, unfortunately, Krix hasn't answered anyone. He's
9:34
asking about this in the thread that I was reading.
9:36
People are saying, I assume this can only run one
9:38
game at a time. And I thought, is it something
9:40
like, there's like a skunk board that you can get
9:42
from the Atari Jaguar, but where basically you've got to,
9:44
you've got to flash the onboard memory with just one
9:47
game using a computer by USB.
9:50
Then you put that cartridge into your Jaguar and
9:52
it loads up one game that's in memory. But
9:54
like you said, the fact that this has got
9:56
an SD card slot on there, that
9:58
is leading me to think that, well, Surely
10:01
you can put more than one game on there and have
10:03
it launching from any like this is
10:05
what I personally think I'm trying to read between
10:07
the lines with some of the stuff that I
10:09
think it hasn't got all that support it hasn't
10:11
got stuff for SRAM saves as
10:13
well for multiple games. It
10:16
won't have any support for the special chips
10:18
or anything. It's your bare bones basic one.
10:21
But also that doesn't mean you can
10:23
go through a menu quickly select them
10:25
load up one load up the other.
10:27
I've read online that it could
10:29
take at least a minute for it
10:31
to kind of go on to that. So
10:34
I think maybe you can have multiple games on the
10:36
SD card load them up
10:38
takes a minute for them to load. And
10:41
then they're in the RAM of the system you
10:43
can play on them if you want to do
10:45
another one probably a hard reset
10:48
on your machine and then load up
10:50
the next game like that but do
10:52
it very like slowly and manually. I
10:55
mean if that is the case and $40 for that
10:57
you know basically if you can have all your Mega
10:59
Drive games on a cartridge on an
11:02
SD card load them straight around I think
11:04
that is an absolute game changer. If
11:06
it's $40 for something that can only store one game at
11:08
a time though I can see
11:10
that there's going to be a market
11:12
there for Homebrew developers. Yeah I
11:15
can't see I guess you have one SD card
11:17
for every game. Yeah huge like
11:19
stack like floppy. That wouldn't make any sense but
11:21
literally all the comments on X and I'm going
11:23
through people are like I assume it can only
11:26
have one game at a time. Maybe they'll probably
11:28
have this answered by the time we release the
11:30
show as usual. A
11:33
lot of people are asking it so that is
11:35
definitely someone would like clearing up because I think
11:37
you for example you Joe you haven't got any
11:39
flashcards for any of your systems which always amazes
11:42
me but then I do understand that they are
11:44
very expensive for what they are. I mean I must admit
11:47
I did kind of get a lot of mindset as review
11:49
units on my YouTube channel like 10 years ago but
11:51
yeah I mean for someone like this that is you know $40
11:55
would this be something that would get you into the world
11:57
of flashcards. If it does what.
11:59
Ravi thinks it's going to do in
12:02
terms of game changing and in terms of, you know, you
12:04
load one game into it at a time, but they're all
12:06
there on the SD card and it just takes a minute
12:09
or whatever. Then yeah, like
12:11
you say, it's a lot more
12:13
affordable. But then it's so confusing
12:15
because on the time extension article
12:17
here, this cart will allow
12:20
homebrew developers to produce physical cartridges cheaply,
12:22
either for sale or testing purposes. So
12:24
then that alludes to what
12:26
your worry is and it is just a
12:28
one game. But then also it's open
12:31
ed. So it's open source, which is really cool
12:34
and made a new creating as well.
12:36
And I was just thinking like
12:39
open ed means this can develop,
12:41
you know, maybe it will start off
12:43
as a slower smaller thing. More people
12:45
contribute to the project. There'll be, you
12:48
know, new firmware that can go on there or
12:50
or they can flash it in a certain way that
12:52
will start to do other things and have new
12:55
functions. And I think that's the cool
12:57
thing about open source projects as well.
12:59
Yeah, I think if this is going
13:01
to allow people to basically play their
13:04
list of games off an SD card on
13:06
their Mega Drive using a $40 flashcard, I
13:08
think that is a real game changer. And
13:11
I think, you know, it will open up the market to
13:13
a lot more people. So fingers crossed. That
13:15
is what it is. Like we said, details are very
13:17
scant at the moment. But if you want to read more about
13:19
that, I think like you said, Ravi, the fact that it is
13:21
totally open source as well. Imagine even if it can't do that
13:23
at this stage, you probably won't be long until someone makes a
13:26
version of it that can, if I'm honest.
13:28
So if you want to check that out, we'll put that
13:30
out. What we know so far, just dropped it the day
13:32
that we record this, we'll put that in the show notes
13:34
at the retro hour.com and on your podcast app. Now,
13:37
I bet this is a game that you're eagerly
13:39
anticipating. This is a new Contralight game that
13:42
is coming out on modern platforms.
13:45
This is called Iron Meat. And
13:47
this is set to land. It's September 26th. I thought it
13:49
was ages away. Next month. Next month. Yeah, so we did
13:51
touch on this back in May 2023, when it
13:53
was first announced. released,
14:00
and it was meant to launch October
14:02
last year. So, been eagerly
14:04
awaiting this one. This looks like a
14:06
really pumped up modern
14:08
version of the original
14:11
Contra games and Contra,
14:13
modern Contra games, you
14:15
know, they're not the greatest games, unfortunately. There
14:18
was one that came out earlier this year,
14:20
I've not checked that one out, but they
14:22
tend to get a bad rap. This Iron
14:24
Meat looks absolutely fantastic. Well,
14:27
like Contra NES style gameplay by the
14:29
looks of it. Yeah, more like Contra
14:31
NES gameplay, maybe more like Alien Wars,
14:33
the third one, but a
14:35
Super Nintendo. Really, really,
14:37
really nice modern pixel art.
14:40
Looks absolutely brutal,
14:42
like really gory, kind of gameplay
14:45
wise, fighting monsters,
14:47
aliens, etc. All
14:50
very bio-organic mixed with metal,
14:52
etc. with a real
14:54
pumping metal soundtrack, which really gets me going
14:56
whenever I watch the trailer. It looks very
14:59
turikiny to me as well, you
15:01
know, with some of the spinning attacks
15:03
and stuff. I didn't play Contra as
15:05
much, but, you know, it
15:07
also looks a bit like Broforce. Yeah,
15:10
you might actually be a bit closer with turikin there,
15:12
because I always found turikin a little bit faster, and
15:14
this is a little bit faster than Contra, I would
15:16
say. And the way that he's
15:18
kind of aiming the weapons, but also when
15:21
it's zooming out, you know, some of the
15:23
graphics are absolutely gorgeous. And that kind of
15:25
huge play field that you
15:28
had with Broforce as well, it's got
15:30
that kind of vibe. This is a
15:32
good thing about these modern titles, they
15:34
can really push it, can't they? Yeah,
15:37
absolutely. It is going to
15:39
be on everything, like Dan says, PS4, PS5,
15:41
Xbox, Steam, Switch,
15:44
Epic Games, GOG, everything in
15:48
September. So yeah, only a month and a
15:50
half, two months for this one. And it's
15:52
RetroWare, isn't it? Yeah, RetroWare as well, being
15:55
developed by, oh god, I'm going to
15:57
ruin this, Ivan, Villa. Verevich,
16:01
Sivilrov or Ivan Meat,
16:03
which I love. Stick with that,
16:05
Geoff. He's the lead
16:07
program on this. I'm going to keep an eye out for some of
16:09
these games because this looks absolutely fantastic. I'm going
16:11
to be picking this one up. It
16:14
is also going to be coming out on...
16:16
Is it coming out on physical? It
16:18
is, yeah. Strictly limited. I'm going to
16:20
be really... Don't come play this because
16:22
he's a vegetarian, but... Strictly veg away
16:24
from that version. But
16:26
I mean, one thing I love about it as well,
16:28
I mean, you've got the multi-phase boss fights in there
16:31
as well, like the classic run and gun titles. There's
16:33
also a multiplayer couch co-op as well.
16:35
So for these kind of games, I mean, it looks
16:37
like it could be a tough one. I think having a
16:39
friend on the couch with you playing it, particularly for
16:41
me, would be quite handy. You see, I'm
16:43
desperately trying to find co-op games to play with my wife
16:45
at the moment because we've just
16:47
played everything to death. So whenever a couch
16:50
co-op game comes out, we're like, yeah, brilliant. This
16:54
could end the divorce, this one. This does look
16:56
tough. I'm not going to lie. It could end
16:58
with me screaming out. So
17:01
yeah, that lands at the end of next month. You haven't got long to wait.
17:03
So I'll link up the trailer if I want to check that out as well.
17:06
Now this is interesting. Now, obviously,
17:08
the Sega Dreamcast, the
17:11
VMUs were always quite an interesting concept.
17:14
The little memory cards that you got in there. And you know,
17:16
back in the day, it was often said
17:18
that you could play games on
17:20
the VMUs. But they were very simplistic games back
17:22
then, weren't they? I mean, you know, it's kind
17:24
of like little Tamagotchi that you could take around
17:26
the battery. I remember them running out really quickly as well. However,
17:30
if it was able to do this back
17:33
in the day in full colour,
17:36
this would have been something everyone
17:38
would have wanted in the school playground, I imagine.
17:41
Someone's actually modded a VMU to
17:44
play Mega Drive games. Yeah, this
17:46
looks really cool. So like you say, the
17:49
original had the black and grey screen,
17:51
little LED screen. And you
17:53
know, you could play the Chao Garden
17:55
game on there from Sonic, Sonic Adventure
17:57
2 and stuff like that. very
18:00
safe games as well. Yeah. You
18:02
know, it was there to save your games and look
18:05
at you. You get quite good
18:07
graphics on there and recently they released
18:09
the VMU2 as well, which
18:12
is kind of an upgraded version that
18:14
was quite expensive, but it did a
18:16
lot of interesting things as well. But
18:18
this is one of those kind of
18:20
mods, isn't it? Yeah. So
18:22
this is a Mega Drive inside
18:25
of the VMU. And for those who aren't
18:27
familiar with the VMU, they're about the size
18:29
of a matchbox, probably about what?
18:31
An inch and a half tall by about
18:34
half an inch wide, maybe a little bit bigger than
18:36
that, aren't they? Not very big at all.
18:38
And this has been created by Modder
18:41
G Gear Tarot. I'm
18:43
most impressed with the sound quality that's coming
18:46
out of this thing. So obviously he's, I'm
18:49
assuming there's a Raspberry Pi in there or something,
18:52
running these emulated Mega Drive games
18:54
on there with obviously fitted with
18:56
a brand new modern screen in
18:58
there. Because the tweets in Japanese
19:00
isn't it? So getting details of what it is. Yeah.
19:02
So it doesn't show any sort of like information of
19:04
them building it or anything like that, just him playing
19:06
it. And in the two
19:08
very short clips, he plays Streets of Rage
19:10
and then Space Harrier 2, and
19:13
they play perfectly. And I'm really impressed with
19:15
the sound that this thing's putting
19:17
out. It was to put a speaker on
19:19
the back of it or something you don't actually see
19:21
in the video. It's the only sound I remember the
19:23
original VMU is making is that eeeeeeeeeeeeee. Yeah,
19:25
when you load it up and
19:28
stuff. So he is
19:30
crammed a lot into
19:32
this tiny little VMU device.
19:34
Interestingly, the Mega Drive had
19:37
three face buttons. It had A, B and C.
19:40
Whereas the VMU only has the D-pad,
19:42
the very tiny D-pad, and then the
19:44
A, B and then sleeping mode. So
19:47
I imagine mode maybe getting used as
19:49
the C button there and then sleep
19:51
as the pause button. I don't think
19:53
it's the nicest thing to play on.
19:55
And probably Game Gear games will probably
19:58
be more suited. Yeah. So
20:00
that kind of screensize, I think. Yeah,
20:02
I remember the buttons on the VMU
20:05
being quite rubbery. Yeah, they're a little
20:07
bit spongy. Yeah. But
20:09
I think, yeah, I think this is wicked. I think
20:11
just for novelty. It's a nice
20:14
legacy, you know, you've got Sega
20:16
Dreamcast and then you're going back to the
20:18
Mega Drive and that kind of era.
20:20
So it's a nice little nod
20:22
back, isn't it? Absolutely. I think
20:24
that, yeah, this is nothing that you're gonna sit down and,
20:26
you know, if you wanna play Streets of Rage, this
20:29
is not the way that you choose to play it, admittedly.
20:32
They're definitely better ways. But this is the kind of thing
20:34
that if you pulled out, like, you know, a retro gaming
20:36
convention in the bar afterwards and were like, hey, look at
20:38
this. People are gonna be impressed. Yeah.
20:41
Yeah. Imagine that in a nightclub. Hey, baby,
20:43
what a place to play some Mega Drive with my VMU.
20:45
I've tried worse chat of lines than that joke in the
20:47
past, just for you. So yeah, this
20:50
is a very cool, we always love to see
20:52
these ingenious little mods. So top mugs for creativity.
20:54
If you wanna check out those very short videos,
20:56
I'll put those in this week's share notes as
20:58
well. Now, this is an interesting
21:01
little project that you spotted, Ravi, because obviously we're gonna
21:03
be talking all about the Mac in
21:05
just a moment. And I've seen quite a few
21:07
of these recently. People are actually doing clone
21:10
motherboards of retro
21:13
computers. And this is a
21:15
clone of the Apple
21:17
Macintosh Plus. Yeah,
21:19
so I've got Apple 512K here and,
21:23
you know, absolutely nice machine. I've
21:26
always wanted a Macintosh Plus as
21:28
well. It's
21:31
really interesting, because these machines are old. You
21:33
know, they're gonna start to die. And
21:36
having these recreations of the boards, pretty
21:39
fantastic. I've seen some with the Amiga ones.
21:41
And the whole idea is, you know, that
21:43
you kind of get the original chips, you
21:46
put them in this new board, and then
21:48
you've got fixes in there. It's
21:51
gonna last a lot longer. Interestingly,
21:53
there was stuff incorrectly
21:56
labeled, which usually
21:58
happens with these boards. manufacturing, you
22:00
know, real fans will kind of look
22:02
down into it and they'll be like, oh, yes, this
22:05
is incorrect. And some of those corrections
22:07
can actually be made. There
22:09
can be some additions as well. I've
22:12
seen improvements, newer
22:15
kind of hardware getting added as
22:17
well, which can bring some extra
22:19
life into it. This
22:21
is really cool as well, because he's using
22:23
a Raspberry Pi Pico scan converter as
22:26
well, which works with the Macintosh
22:28
Plus. And I
22:31
think it's amazing that the
22:33
Raspberry Pi can be used
22:35
as pretty much anything nowadays
22:37
and can be used as
22:39
upscalers and converters and
22:41
kind of help with your video source
22:43
from a vintage machine. I've
22:45
been to computer events, in
22:48
particular your Robin Hood Amiga group, Ravi, and there's
22:50
people have opened up Amiga 500
22:52
and there's been like four Raspberry Pies inside
22:54
them. Yeah, all kinds
22:56
of different things. Yeah. But yeah,
22:58
I do like the idea of this. This is a
23:00
guy called a Quinn Dunkey who previously actually did a
23:02
clone of the Apple Lisa, but this one
23:04
actually looks really cool, though. It is a clone of the 1984 Macintosh
23:07
Plus, the first clone of it in 34 years. One
23:11
megabyte of RAM, expandable to four megabytes of memory as
23:13
well. And it is completely compatible
23:15
with all the original software and hardware as
23:17
well. And it looks like it is
23:19
literally a drop in replacement inside the case.
23:21
So I think, yeah, like you said, there have been a few
23:23
of these. I've seen the Amiga ones as well. There
23:26
is a there's an A4000 Amiga
23:28
board that's come out recently, isn't there? Well, basically, because
23:30
a lot of these boards, I mean, they get damaged
23:33
from capacitors leaking or some of them have like onboard
23:35
batteries. Yeah, they can obviously spew acid all over the
23:37
boards and eat away traces and that kind of thing.
23:39
So I think having a modern
23:41
version of the board where you can basically transplant
23:43
the original ICs in there and
23:45
basically have a new computer that
23:48
is compatible with the original case and should
23:50
hopefully last you many years to come is
23:53
very cool. Yeah. And it's got issues, you
23:55
know, they were saying that that Raspberry Pi
23:57
Pico Skank of can actually work with it.
24:00
even though it's reported to. So
24:02
they ended up using Apple
24:05
Talk, you know, the remote
24:07
control software, and Timbook 2
24:09
to actually access it, which
24:13
is pretty amazing that you could
24:15
still kind of use that and get a
24:17
display out of it. You
24:19
know, I can imagine that this is going
24:21
to grow, they're going to, you know,
24:23
add some extra features in there. It's
24:27
great to see that this is the first one and,
24:29
you know, hopefully we're going to see some more once
24:31
it's all kind of fixed up and,
24:34
you know, all the glitches and all this kind
24:36
of stuff has been sorted. He's
24:38
likely to release the
24:41
schematics and, you
24:43
know, hopefully people will start producing these boards
24:45
and duplicate them as well. I
24:48
think the only thing about these though is it would be great
24:50
when it gets to the stage when you could
24:52
basically build, and there are projects
24:54
where you can do this, you can build a
24:57
whole new computer using all new
24:59
hardware. I think some people have got Commodore 64s now that
25:01
are doing that. You know, basically it's a
25:04
new motherboard, it's replacement chips that are in
25:06
there as well, FPGAs, replicated projects. A
25:09
lot of them aren't getting made anymore.
25:11
So, yeah, you know, the traces go
25:13
and then it's when will the chips
25:16
go. So yeah, having those replacements. Hopefully
25:19
you can keep using these machines that
25:21
you love for years. Yeah,
25:23
well that last us, I'm sure. So I
25:25
just want to check out that the clone of the 1984 Apple
25:28
Macintosh Plus, I'll put that in the show notes as
25:30
well. Now that's one last story to talk about before
25:32
we check to this week's very
25:34
special guest going inside the world of Apple with
25:37
Apple legend Andy Hertzfeld in just a
25:39
second. And now this, I must know that
25:41
I wasn't familiar with this game, but this is an unofficial
25:44
sequel of a game called Kenseeden,
25:47
which apparently is a bit of a cult
25:49
classic for the Sega Master System, but someone's
25:51
actually made this an unofficial sequel of this,
25:53
spiritual sequel for the Mega Drive. I
25:56
am also unaware of Kenseeden. I'm
26:00
not very familiar with many Master System
26:02
games, to be perfectly honest. It's a
26:04
system I really want to get into more
26:06
because obviously I love the Mega Drive, the San. Do you have
26:08
a Master System? I have a Master System. I have a one.
26:12
Funny enough, I have the Master System one. I don't have the two. I
26:14
have the two and the other one. There we go.
26:17
Swap for a weekend. And I have
26:19
about 10 games for it because I went for
26:21
a small phase of trying to get like games
26:23
that came out on the Mega Drive and the Master System
26:26
to kind of compare them, but realized quickly
26:28
that it'll be a really big feat because of
26:30
actually quite a lot of them came out on
26:32
the Master System as well. But
26:34
anyway, have you got any? Well, we're talking about my
26:36
system model one. Have you got any of the games
26:38
that came out on memory cards? I haven't. No, my
26:40
friend Jason has them all. He
26:43
has the whole set of the card
26:46
games because I think it was only about 10. It's
26:49
not too hard to get the entire set. But
26:51
yeah, this is Hayato's Journey,
26:54
which looks absolutely fantastic. It
26:56
is the first Mega Drive game, complete
26:59
Mega Drive game to have been
27:01
made on the Scorpion engine and
27:04
it's been made by a developer called
27:06
Master Lin Kuei. There's a six
27:08
minute trailer. The game is
27:10
already out for download, so you can download
27:12
this now and go grab it. It
27:15
looks absolutely phenomenal.
27:18
This game does. It looks absolutely
27:20
fantastic. Like the soundtrack for this
27:22
is so like it's so Mega
27:24
Drive in terms of gameplay. Very
27:28
similar to Shinobi. But
27:31
I would say a little bit faster, the Shinobi
27:33
Mega Drives, a little bit
27:35
more floaty, maybe a little
27:37
bit more user friendly in terms of like
27:39
jumping around and fighting, etc. Watch
27:41
the whole trailer. And I noticed a few
27:43
assets from other games. So
27:46
I actually went and took a little bit
27:48
of a dive. And interestingly, the sprite work
27:50
and stuff that he's used in the game
27:52
actually come from many other games in different
27:54
systems, such as
27:56
Atrazer, which was actually a Super Nintendo game, as
27:59
well as. Revenge of Shinobi, Shinobi
28:01
3, Super Empire Strikes Back, Star
28:03
Wars game for Super Nintendo, Willow
28:06
as well, which I think was an
28:08
arcade game, might have been on SNES
28:11
as well. So lots of
28:13
different elements from different games, but I think
28:15
graphically this looks absolutely,
28:17
it looks so good, it looks so so so
28:19
good and it just kind of shows what the
28:21
Scorpion hit pop people are doing. Yeah, you
28:23
know we've talked about the Scorpion engine before that
28:26
really, you know, on the Amiga in particular. Episode
28:28
326 we had, Iraq on. Yes,
28:30
we did yeah and it's basically
28:32
a game development tool isn't it for
28:34
retro systems, started on the Amiga, works
28:37
on other 68k platforms as well,
28:39
including obviously now the Mega Drive as well and
28:42
just the things they're doing with this. I mean there's
28:44
a comment here on the article that the Scorpion engine
28:46
is the gift that keeps on giving and
28:48
I think it's just been such a game changer for retro
28:51
development. The games that we're seeing coming
28:53
out on this now, I mean if these had come out on the market
28:55
when these machines were in the heyday
28:57
30 years ago, it's like you know
28:59
it would have expanded the life of them I think
29:01
a few years wouldn't it after the
29:04
PlayStation came out. Yeah, absolutely. There's
29:06
talk of it coming out on the Amiga as well
29:08
as well as the Neo Geo. I
29:10
think graphically this game, if you saw
29:12
this running on the Neo Geo and you just assumed it was
29:15
an old school Neo Geo game from the
29:17
90s, you would just, it looks
29:19
that good. I think you would just go
29:21
yeah that's a Neo Geo game, not a
29:23
Mega Drive game, absolutely fantastic. Yeah
29:25
the things they're doing with the Scorpion engine and you
29:27
know these talented developers now, never ceases to amaze us.
29:30
It's one of those name your own price games as
29:32
well so you know pay
29:34
what you think it's worth but yeah looks like it should
29:36
be a great little blast if you want to play over
29:38
the summer. So I'll link that up and of course everything
29:40
else we talk about in our show notes at the retro
29:42
hour dot com. Now we did
29:45
have a great patrons hangout over the weekend, another
29:47
fantastic chat. If you haven't heard of these before
29:49
these are something that we do every single month
29:52
with our patrons and we did two this month actually didn't
29:54
we? On the start of the month one at the end
29:56
as well where we all get together on a Sunday night
29:58
for a couple of hours and basically just have a massive
30:00
geek out about anything and
30:02
everything. Yeah, man. It always
30:04
starts off talking about some retro games,
30:07
etc. But the one we did this
30:09
Sunday just gone. I
30:11
was loving it. We're all talking about horror films
30:13
that traumatized us. Yes. Nightmare
30:17
on the street watching that when I was eight
30:20
years old. Yeah, that was that was a really
30:22
watershed down. That was one. Yeah, yeah, yeah. Yeah,
30:24
man. Like it's just like hanging out
30:31
with friends. Like sometimes I wish we could just do it in
30:33
the pub. Yeah, but we will
30:35
one day we will one day but hopefully
30:37
we'll be able to in Norway. Yeah, people
30:39
from all over
30:42
the world. You know, come on and
30:44
it's just absolutely fantastic. I love it.
30:47
Yeah, so that is one of the perks that we
30:49
give our patrons who support the podcast and help us
30:51
keep the lights on and help us bring new episodes
30:53
out every single week. If you like what
30:55
we do, you know, think of it as a little tip
30:57
chart really helps us out with all the running costs and
30:59
everything as well. We give you extra perks as well. You
31:01
are sometimes get the episode early if I can get edited
31:03
in time, you get it ad free as well. And also
31:05
we do an extra 10 to 15 minutes of
31:08
new stories on every single episode, just for our
31:10
patrons. So patrons stand by that's coming up for
31:12
you in just a minute. But if you'd like
31:14
to join our patrons community and help us out
31:16
with the running cost of the show, all the
31:19
details are at the retro hour.com. And
31:21
speaking of people who help us out with
31:23
the podcast, let's just take a quick second
31:25
to give a massive shout to our longest
31:27
running sponsor, a company that we
31:29
love working with six years we've been working
31:31
with our incredible friends at bitmap
31:34
books and it is a partnership that
31:36
we've absolutely thoroughly enjoyed. I mean, we're
31:38
really behind the incredible books that they
31:40
put out and you know, it just seems like every book
31:42
that bitmap books put out is even better than the last
31:44
one. Incredibly. They're like a piece
31:46
of art, you know, when I read one, I'm like,
31:48
I need to wash my hands and sit down. Open
31:50
it slowly. Yeah. And I
31:54
think that's quite good that they give a
31:56
free PDF as well with the hardback book
31:58
because I'm like, right, I can and
32:00
use this on my tablet, look at it, piece,
32:02
because it's really like, you know, kind
32:04
of therapeutic to sit there with this thing with
32:07
the beautiful visuals and just take it all in
32:09
and, you know, enjoy reading again. Yeah, absolutely. And
32:11
keep the original in nice condition and look at
32:13
the PDF in your tablet. Although I've got to
32:16
say, opening their books and that smell, you know,
32:18
this freshly printed smell, it comes off the pages.
32:20
Oh, I love that. But their new one though,
32:22
and again, you know, it's been a very Joe
32:25
Fox heavy episode this week. This looks right at
32:27
your street though. This is a history of
32:30
on-foot shooters called Run and Gun. Yeah, man,
32:32
this looks absolutely incredible. Almost 500 pages
32:36
this book is, starting with the
32:38
humble beginnings of Gunfight in 1975 and
32:41
then covers the next 40 years of
32:44
Run and Gun foot
32:46
shooters. There's just so many
32:48
games in here, but it covers all the Mega Man
32:50
games, all the Metal Slug games,
32:54
you name it, it's probably going to be in there.
32:56
All the way up to modern games, such as one
32:58
of my favorites, Cuphead, and also
33:00
the Hotline Miami games are in there
33:03
as well. Turrican, Contra, Super Star Wars
33:05
games, Smash TV. There's so
33:07
many games covered in this. And
33:09
what I love about the Bitmap books is
33:12
it's not too much. It's not over the top.
33:14
You get some really nice, lovely images and artwork
33:17
of the games. And then a page or two
33:19
about the game as well, which I think is
33:21
absolutely fantastic. If you just want to pick it
33:23
up and just read a few pages of it
33:25
every time, it really is a coffee table book.
33:27
Yeah, they're really accessible. And I've got
33:30
some contributions in there from our industry
33:32
legend, Sega Lord X, Grey Mason, Chris
33:34
Gillians in here as well. And like
33:36
you said, covers over 300 games across
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496 gorgeous pages. So
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if you love your Run and Gun games, this is
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33:48
And have a look at the rest of their
33:50
books as well. Let them know that we sent
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33:54
Support our sponsors. Run and Gun, a history of
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on foot shooters available right now at bitmapbooks.com. Thank
34:00
you for checking out the news on this week's podcast.
34:02
Of course, all the stories we've talked about will be
34:04
in your show notes. Have a look on your podcast
34:06
app, or you can click through directly from our website
34:08
at theretrorower.com. Right, then stand
34:10
by. We have got a true legend
34:12
on the podcast. Next, a veteran of
34:14
the computer industry with Apple superstar Andy
34:17
Hertzfeld. It's next on the Retro Hour
34:19
podcast. You're
34:24
listening to the Retro Hour podcast, and it
34:26
is time to welcome on this week's very
34:28
special guest and anyone who knows anything all
34:30
about Apple. And of course, the history of
34:32
personal computing. I'm sure we'll be familiar with
34:34
our guest this week. He's known for a
34:36
pivotal role in the development of the original
34:38
Apple Macintosh, joining Apple in 1979. And
34:42
that quickly became a core part of the
34:44
Macintosh team, contributing to the implementation of the
34:46
system software in particular, and later went on
34:48
to join and co-found one of the most
34:51
innovative forward-looking tech companies ever, General Magic. So
34:53
we'll get into all of that, I'm sure,
34:55
with our guest this week, Andy Hertzfeld. How's
34:57
it going, Andy? Good. Thank
35:00
you for coming on, and hopefully doing some reminiscing
35:02
with us. I'll bring back some memories of those
35:04
early days at Apple over the next hour or
35:06
so. But I'm interested, it's a question
35:09
that we always like to ask our guests at
35:11
the start is basically what started your interest and
35:13
your passion. I mean, do you remember initially
35:16
what got you into computers and technology,
35:18
where that journey began? Yeah,
35:20
there was a class in high
35:22
school in 10th grade. They
35:25
didn't, in those days, of course, computers were
35:27
pretty hard to find, but they had a
35:29
terminal that was hooked
35:31
up into a GE time-sharing system
35:34
about 10 miles away. And
35:36
I took my first class
35:38
and just fell in
35:40
love with computers and programming. You
35:43
ended up studying at UC Berkeley as
35:45
well. That's a grad
35:47
student. Yeah, and what kind of machines
35:50
were around there? UC
35:52
Berkeley then, it was PDP 1170, was
35:56
the main computer used by
35:58
the computer science department. But
36:01
while I was there, they switched
36:03
over to a Vax, which is
36:05
also digital equipment, a later, more
36:07
powerful computer. No personal computer,
36:09
though, at all in 1976 there. When
36:13
did you kind of first hear of Apple and
36:15
when did you decide to get an Apple II?
36:18
Well, the first time I saw it, Apple
36:20
II, was when it debuted at the First
36:22
West Coast Computer Fair in April 1977. I
36:28
saw it at the booth and it
36:30
was immediately drawn to it because of
36:32
its color graphics, its innovative
36:34
design in so many ways. As
36:37
I was saying, I didn't have enough money
36:39
to afford one in those days. When it debuted there,
36:41
it was $1,800 for a 4K machine and that was
36:44
more than I had in the
36:49
bank. But later in January
36:51
1978, they had a $400 off sale for
36:54
the Apple II, for $16K Apple II.
37:01
I was able to afford that, so I
37:03
got one and immediately became obsessed with it.
37:05
I thought it was the best purchase I've
37:07
made in my life. I still think that
37:09
today. What kind of things were you doing
37:11
with your Apple II at home then when
37:13
you first got the machine? Well,
37:16
I was obsessed with getting to the
37:18
bottom of how it worked. So
37:21
I started writing little assembly
37:23
language programs. One
37:25
of the main catalysts was there was a users
37:28
group that I was a founding member
37:30
of starting in April 1978. It
37:34
met once a month and before each
37:36
meeting, I stayed up for hours and
37:38
hours into the morning getting
37:41
whatever programs I had
37:43
written that month in good enough shape to give
37:45
to the club for free. When
37:48
I started out, there was no
37:50
market for personal computer
37:52
software, but it wasn't even well
37:54
understood if there would ever be
37:57
a market. So I was just
37:59
doing it out of fun and
38:01
passion. and curiosity. And it was
38:04
amazing, as you guys probably know.
38:06
Well, Steve Wozniak's design was incredibly
38:08
innovative, imagination bursting out
38:11
of every socket. You
38:13
know, it was just a... And that was
38:15
a formative experience for me when I saw
38:18
and understood Woz's work. I thought, well, that's
38:20
the kind of work I want to do.
38:23
Well, you went to work for Apple very early in
38:25
1979. So tell us your journey from, you know,
38:28
been an Apple II enthusiast and been at
38:30
the club to actually working for Apple itself.
38:32
And do you remember what the interview was
38:34
like? Yeah. Well, what
38:37
happened was, as
38:40
I said, I started developing programs
38:42
that I gave away to the
38:44
users group that gradually got more
38:46
ambitious until finally I
38:49
wrote a systems program that
38:51
overcame one of the detriments
38:54
of the Apple II. Believe it or
38:56
not, the original Apple IIs did not
38:58
support lowercase letters. Hard
39:00
to imagine these days. And
39:03
so I realized I could use what
39:05
was called the high res graphics screen.
39:08
Today, you know, the Apple II
39:10
screen resolution is about the
39:12
same as an icon. It was
39:14
too easy by 190K. But those
39:17
days, we called that high resolution.
39:19
But you could use the graphics to
39:22
draw whatever you wanted, including
39:24
lowercase letters. So I
39:26
was able to figure out how to plug
39:28
it into the system and gave it lowercase
39:30
letters and color letters, a few
39:32
other things. Usually what I
39:34
had been doing up to that point
39:36
was when I wrote a program that
39:38
I thought was interesting enough, I'd send
39:41
it to magazines like Dr. Dobbs journal.
39:43
There were all these little tiny
39:46
magazines springing up
39:48
to support the nascent personal computer
39:50
revolution. Anyway, I just, you know,
39:52
the highest thing I could think
39:55
to do with my
39:57
programs was getting them published in the magazine.
40:00
but I showed my lowercase letter program
40:02
to a friend and he
40:04
said, don't give it away like that. You could
40:06
sell it and make tens of
40:08
thousands of dollars. I said,
40:11
I don't know how to sell anything. I could
40:13
never do anything like that. He
40:15
told me, well, don't worry about it. You just
40:17
do the programming, I'll do the rest and we'll
40:19
split the money for it. So
40:21
that's what we did. We started
40:23
taking my little character generator
40:25
program around to the different
40:27
tiny little companies that were
40:29
publishing PC software and
40:32
everyone we took it to loved it and
40:35
wanted to publish it. So we thought, well,
40:37
you must not be big enough. These were
40:39
little two, three person companies until
40:42
eventually in December of 1978, we
40:46
had an appointment to show it to Apple, which
40:49
I worshiped by then in
40:52
particular to show it to Steve Jobs
40:54
at Apple, who at that time, his
40:56
title was Vice President of New Products.
41:00
And so we had some trepidation though.
41:02
I was friends with Chris Espinoza, who
41:04
had taken a leave from Apple to
41:07
get a degree at UC Berkeley. I
41:10
met him because I was his teaching
41:12
assistant in the introductory programming class. I
41:15
told him we were going to take my
41:17
character generator program down to Apple and
41:20
show it to Steve Jobs. He said, watch
41:23
out, if he doesn't like your program, he'll bite
41:25
your head off. Yeah. I
41:28
remember he said exactly that, but I
41:30
wanted to keep my head attached to my neck.
41:33
But I thought, well,
41:36
we'll give it a try. And we
41:38
showed it to Steve and he
41:40
was incredibly kind and welcoming to
41:43
us. He liked my character generator program.
41:46
We left that day with a deal for
41:48
Apple to buy it. But
41:51
then Steve's assistant called me back a
41:53
week later saying they changed their mind.
41:55
Apple never did buy it. They had
41:57
a pretty good excuse though, which is
41:59
my purpose. was intended for one of
42:01
the empty ROM sockets in the Apple
42:03
II. Apple II
42:06
had 6K of ROM and it only
42:08
used 4K. Maybe
42:11
my numbers are off because I haven't thought
42:13
about this for decades. Apple
42:16
was already planning the Apple II
42:18
Plus, which had Microsoft Basic in
42:20
those ROM sockets instead
42:22
of Waz's brilliant integer Basic.
42:25
So they didn't have a slot for it
42:27
anymore. So the guy told
42:29
me, well, reluctantly, we're
42:32
not going to buy your program, but we'd like to hire
42:34
you. I was pretty excited
42:36
about that, but I had
42:38
already put three years into a PhD
42:40
program at UC Berkeley. I thought, well,
42:42
I should get at least a master's
42:45
degree. So I delayed interviewing and starting
42:47
at Apple until the school year was
42:49
out. But that delay
42:51
cost me a four-to-one split in Apple
42:53
stock shares, so it was not a
42:56
prudent thing to do financially.
42:59
So I went down, interviewed at Apple,
43:01
met some of the people, loved everyone,
43:03
and started work there
43:05
in August of 1979. How
43:09
important do you think the expandability of the
43:11
Apple II was as well to its success?
43:13
Oh, it was crucial. It
43:16
was crucial. Sort of the biggest single factor
43:19
in Apple II's early success was
43:22
the disk drive, was this brilliant
43:24
design for the disk drive. That
43:27
couldn't have been done if there weren't slots. Another
43:30
thing was the time came when
43:32
Apple had to expand the memory in an
43:34
Apple II. And so
43:36
slot zero for the language card,
43:38
if we didn't have that, we
43:41
couldn't have gotten sophisticated software in
43:44
the midlife of the Apple II. So
43:47
the slots were crucial, especially
43:49
because personal computing was still
43:51
evolving so rapidly. The
43:53
slots gave it a chance to keep
43:56
up with whatever was
43:59
demanded. When you initially joined
44:01
Apple, do you remember the first things you
44:03
were working on then when you first got
44:05
there? Yeah, I was thrilled actually when they
44:07
told me the project they had me slated
44:09
for, which was a small
44:12
graphic thermal printer called
44:14
the Silentype. I
44:17
wrote all the firmware for it. What was
44:19
so thrilling about it was that printer project
44:21
was doing the exact very similar
44:23
thing to what Woz did with the disk
44:25
drive of the Apple II, which
44:28
is remove a lot of electronics
44:30
from the device itself and
44:32
just use the microprocessor in the
44:34
Apple II to implement things, which
44:36
not only made it more flexible,
44:39
but you could make it faster.
44:41
It could get better and better
44:43
over time because the key functionality
44:45
was in software, not in ROM
44:47
chips. So it
44:50
was thrilling to do a
44:52
very similar thing to what
44:54
Woz did. Printing is fun
44:57
because I've always loved graphics.
44:59
So the little graphical printer
45:02
was a great first project for me. Very
45:04
well received as well, wasn't it? I know
45:06
that's considered one of the finest bridges in
45:08
the area. Yeah, at the beginning, they sold
45:10
tens of thousands of them. What
45:13
was great was a lot of projects like
45:15
the Macintosh, for example, I worked on for
45:17
over three years before it saw the light
45:19
of day. Whereas with
45:21
that printer, I started working on
45:24
it in August and it was
45:26
shipping by December, just a few
45:28
months. So that was great
45:30
to be able to get a product out
45:33
into the world when I
45:35
was only working at Apple at that point for
45:37
like five months. Well, we'll get onto
45:40
the Mac in a moment. Obviously, such an important
45:42
product for Apple, completely changed your company. But before
45:44
that, there was the Apple Lisa, which
45:46
was the first Apple machine to feature
45:48
a graphical user interface after those famous
45:51
Xerox Park meetings. I mean, what memories
45:53
have you got of those early days
45:55
of when you first saw a
45:57
graphical user interface and was there much
45:59
buzz around Apple in general about the
46:02
Lisa project and the GUI? Yeah,
46:04
definitely. It was considered to be one
46:07
of the pillars of Apple's future. First
46:10
time I saw a graphical user interface,
46:12
I remember pretty clearly it was in
46:14
the pages of a magazine. The
46:17
September 1977 issue of
46:19
Scientific American, had a
46:21
long essay by Alan
46:24
Kay detailing a
46:26
lot of screenshots of
46:28
the Alto's graphical user
46:31
interface. So that was a
46:33
thrilling glimpse of the future. But
46:36
when I started at Apple, I was
46:39
there a week or two when Bill
46:41
Atkinson, who was the main person doing
46:43
the UI and the graphic software for
46:46
the Lisa, came by my desk. He
46:48
had heard that I was really interested
46:50
in fonts, proportional fonts. I had written
46:53
a proportional font editor for the Apple
46:55
II, and I had downloaded
46:58
some fonts that were developed at MIT.
47:01
And in those days, it was really
47:04
rare to find good proportional
47:06
fonts. So Bill came by and showed
47:08
me the work he was doing
47:10
on the Lisa drawing with proportional
47:12
fonts. I gave him some of my fonts
47:15
to use as well. But
47:17
that was my first glimpse of it. I
47:19
was still working on the Apple II, but
47:22
I thought Lisa was an
47:24
incredible advance. Lisa was
47:27
way too expensive, was sort of
47:30
Achilles heel. What the Macintosh
47:32
was doing in large part was
47:34
an affordable version of
47:36
Lisa's, a version that could
47:38
be truly personal. Lisa
47:40
came out, ended up costing about $10,000 when it came
47:43
out. That's not
47:46
very personal. Most people couldn't
47:48
afford that. So the Macintosh
47:50
was, we called it the computer
47:52
for the rest of us. Not
47:55
only was it affordable, but it was
47:57
easy enough for an ordinary person to
47:59
use. Well, when did you
48:01
first become aware of the Macintosh project
48:03
and how were you bought on board?
48:06
Well, I became aware of it
48:08
when Bill showed me the prototype
48:10
software he was working on. I
48:13
came on board when Apple, a
48:15
famous day in Apple's history was
48:17
called Black Wednesday, when Mike Scott,
48:19
the CEO of the time, fired
48:21
about a quarter of the Apple
48:23
II group suddenly, because he felt
48:25
that Apple had made some bad
48:27
hires and it was getting bureaucratic.
48:30
But my boss was fired, essentially,
48:32
so I was sort of freed up. I
48:35
had already become friends with Beryl
48:38
Smith, who did the hardware for
48:40
the original Mac, and Bud Treble,
48:42
who was working on the software. And
48:44
so I thought, well, maybe this mass
48:46
firing is my opportunity to start on
48:49
the Mac project, which only had
48:51
four people working on it at the time. I
48:54
was pretty disillusioned by the mass
48:56
firing, especially because they fired a
48:59
few people I thought were excellent
49:01
engineers. But Mike Scott,
49:03
who did the firing, heard that I was
49:05
disillusioned. He called me to his office and
49:07
said, well, we don't want to lose you.
49:10
What can we do to make you stay? And
49:12
I said, well, maybe I could work on the
49:14
Mac project with Beryl and
49:16
Bud. Later that afternoon,
49:19
Steve Jobs came by, who had just
49:21
taken over the Mac project. And
49:24
he asked me if, or I had
49:27
a conversation with him. The first thing he said to me,
49:29
are you any good? We only want
49:31
people, great people to work on the Mac. I'm
49:33
not sure you're good enough. He
49:35
went, though, and talked to Beryl and
49:38
Bud. And they
49:40
said, oh, no, this guy's pretty good. So
49:42
he came back to my cubicle late on
49:44
a Thursday afternoon, like maybe about 5 p.m.
49:47
And he said, congratulations, you're working on
49:49
the Mac now. I said, well,
49:52
just give me till Monday. This was on a
49:54
Thursday, late Thursday. I wanted to
49:56
get just the project I was working on in
49:59
order enough for Steve. someone to pick it up so
50:01
that the work wouldn't be
50:03
wasted. But Steve said, I told
50:06
him I was working on this new operating system for
50:08
the Apple II. When he
50:10
asked, he goes, the Apple II,
50:13
you shouldn't work on the Apple II. The Apple II
50:15
will be obsolete in a couple of years. You
50:18
got to start on the Mac. I said, just give me
50:20
a day. He goes, no. And
50:22
he went and pulled the plug on my Apple
50:24
II, lifted it up, and
50:26
started walking away with it. All
50:29
I could do was follow him. It's amazing.
50:32
He got into his car. He put
50:34
the Apple II in the trunk. We
50:36
drove to a little building, just a
50:38
few minutes, about four blocks from the
50:40
main Apple building, took the computer
50:43
out of the trunk, walked up to
50:45
the second floor and dropped it on a
50:47
desk, saying, here's your new desk. Then
50:49
he just sort of disappeared. I
50:51
started looking at the desk and
50:53
it had, its previous
50:55
owner hadn't moved out of it yet.
50:58
The drawers were filled with all kinds
51:00
of interesting little things like model
51:03
airplanes and radio controlled
51:06
cars, toy cars.
51:08
But it turns out he had put
51:10
me at Jeff Reskin's desk, who he
51:12
had just fired a day
51:15
or two before. That
51:17
was my start on the
51:19
Mac project. What were the team
51:21
dynamics like? Because I heard you know there was
51:23
famously an us and them kind of
51:25
attitude around the Mac and the rest of the teams at
51:27
Apple. Well, actually, yeah,
51:30
it developed into that. But at the
51:32
beginning, there wasn't that. No one believed
51:34
in the Mac project. The Mac project
51:36
was a skunk works. It only had
51:38
a few people. By that time,
51:40
the Lisa team had like 50 people.
51:43
The Apple II team had
51:45
probably like 70 people. We
51:48
were just a very small group. Even
51:51
though it was led by Steve, he
51:53
didn't have nearly the reputation that he
51:55
had today. People
51:57
thought really that Woz was.
52:00
the genius behind Apple
52:02
and Steve was lucky. Actually, one
52:04
of the first biographies or stories,
52:07
books written about Apple called
52:09
Steve, The Accidental Millionaire, it
52:12
shows he wasn't that respected
52:14
at the time. But then as we
52:17
made progress on the Mac and got
52:19
more things going and we had a
52:21
run of 50 prototypes built
52:23
that we gave out to various places
52:25
in the company, I would say by early
52:28
1982, the Mac sort
52:30
of got more on people started believing
52:32
in it more. And that's when there
52:35
was a little bit of contention
52:37
between the different groups. The Mac
52:39
was priced like an Apple 2
52:42
with the features of Lisa. So
52:44
both of those bigger groups had
52:46
reason to not want
52:48
the Mac to succeed. But
52:52
we just kept moving
52:54
forward and eventually, the
52:56
Lisa came out in January of 1983. By
53:00
the middle of 1983, it was
53:02
clear that it wasn't going to
53:05
live up to expectations. And
53:07
so the Mac became more
53:10
of a central focus of Apple in
53:12
the last year before it shipped.
53:15
And so, you know, there were still little
53:18
atomosities, but as more and more
53:20
of Apple believed in us
53:22
and counted on us, we
53:25
became more mainstream at
53:27
Apple. How did
53:29
Steve Jobs' reality distortion field
53:31
influence the Macintosh project? Well,
53:34
Steve could convince anyone of almost
53:37
anything. And that was an incredible
53:39
asset to have. But of
53:41
course, Steve also
53:43
could be a pretty
53:45
hard taskmaster. Steve's
53:47
relationship to the project, he had corporate
53:50
responsibility. So he ended up coming to
53:52
the little building with the Mac team
53:55
in the late afternoon, early evenings.
53:58
We'd always show him what we were were working on,
54:00
he'd tell us gossip
54:03
or stuff
54:05
that happened that he thought
54:07
we should be interested in. But
54:09
he'd be very critical of the work you were
54:11
doing. Sometimes he
54:13
was kind of binary, either it was
54:16
incredibly great or it was awful. There
54:19
weren't very many points in between
54:21
that. But he
54:23
certainly spurred people on to doing
54:25
their best possible work. The
54:28
first thing that I heard,
54:30
Bud treble coined that phrase,
54:32
reality distortion field, and
54:35
he explained it to me
54:38
on my first day of work that Steve would,
54:41
well, actually it was for the schedule.
54:43
Bud was telling me what
54:45
the planned schedule was. This was in February
54:48
of 1981. We
54:51
were supposed to finish and ship
54:53
by early 82, like eight,
54:56
nine months, which was clearly
54:58
preposterous. I said,
55:01
Bud, that's ridiculous. We'll never be
55:03
able to do that. He said, I know. I
55:06
said, you know? Well, how come you don't
55:08
fix the schedule if you know that it's
55:10
way off base? And he
55:12
said, well, it's Steve. Steve had
55:14
a reality distortion field. He
55:16
could make things happen out of sheer force
55:19
of will. And
55:22
so the reality distortion field, which is
55:24
really just a fanciful name
55:26
for Steve's amazing
55:28
powers of persuasion. But
55:31
that helped us transcend our limitations
55:34
and work harder than ever. And
55:37
finally, Steve wanted us to do
55:40
the greatest thing possible or even
55:42
greater. And we
55:44
did it, more or less. He
55:47
had a huge charisma. Yeah,
55:49
charisma. And
55:52
he's also creative and
55:54
inventive, had
55:56
a great sense of humor, but
55:58
could also be really tough. How
56:00
do you describe your working relationship with
56:02
Steve? Was there any kind of encounters
56:04
that really stand out from that time?
56:06
Any memories that you've got? Yeah, I
56:08
always got along with him pretty
56:11
good. The only disappointment
56:13
was I ran, as the Mac
56:15
team grew, we hired some
56:18
managers and one of
56:20
the software manager didn't
56:22
like me partially because I had
56:24
a good relationship with Steve and he felt
56:27
Steve was interfering by coming around to
56:30
the software group and talking to them
56:32
every night. He couldn't
56:34
manage us that well. He couldn't stay
56:36
late because he had a young child
56:38
at home. He ended up
56:41
giving me a bad review for the time period
56:43
I was doing key work on
56:45
the Macintosh because he thought I
56:47
was insubordinate. Steve
56:50
had promised to, when Bud Tribble,
56:52
who was the first software manager
56:54
on the Mac project and Bud
56:56
was incredibly great, great to work
56:58
with. He'd always be able to
57:00
improve, give me suggestions to improve
57:02
whatever it was I was doing.
57:05
We were really disappointed. Bud had to leave at the
57:07
end of 1981. He
57:10
was in an MD-PhD program
57:12
at the University of Washington.
57:15
He had to leave to keep up his
57:17
standing in the program. When
57:21
Bud left, Steve promised he would, I was
57:23
afraid we'd get a bad boss. Steve
57:26
promised to protect us from that,
57:29
but later didn't fulfill that
57:31
when that situation actually arose.
57:34
That was some friction I had with Steve. Bud
57:37
I stayed friends with Steve through
57:39
the years. I used to see him at least
57:41
a few times a year. I
57:44
was fine at getting along with
57:46
him, mainly because we just had a common
57:48
goal of doing the greatest thing we possibly
57:50
could do. Well, I
57:52
was wondering how the concept of the
57:54
GUI evolved, especially during the
57:57
development of the Macintosh. Well,
57:59
we didn't believe in designs on paper,
58:01
we had to prototype things to see
58:04
how they worked. And
58:06
so we just, you know, sort of one
58:08
step at a time, each new thing we
58:10
added would fit into the
58:12
system and give you other ideas
58:15
of things to do. So
58:17
just over time, we
58:20
made it as good as we possibly could.
58:22
All kinds of little discoveries on the way.
58:25
Whenever we thought of a better way
58:27
of doing it, we scrambled to get
58:29
things in there. Even
58:31
though we had these onerous schedules, it
58:34
was even more important to just make
58:36
the best possible thing we could. And
58:39
of course, the team grew over time. I
58:42
was the second software person to work on
58:44
the Mac after Bud. By
58:46
1983, we had almost
58:48
a dozen programmers
58:50
or so. And obviously,
58:52
a big selling point of the Mac initially was
58:54
that it was a computer that was
58:57
friendly to use. I mean, there was that famous
58:59
quote from Bill Gates when he was developing software
59:01
for the Mac that it was the only machine
59:03
he'd let his mother use. Yes.
59:06
Alan Kay had a great quote
59:08
about Macintosh, which it was the
59:10
first personal computer that was worth
59:12
criticizing. Right. Nice.
59:14
But even stuff like the Finder now today, we still got
59:17
the smiley Apple face. Was that a
59:19
real core design element then to make the
59:21
machine friendly and accessible? Yeah.
59:23
Well, we were trying to make it
59:25
as friendly and unintimidating
59:28
as possible. Susan
59:30
Kerr, who was my friend from high school
59:32
who we hired to do graphics for the
59:34
Mac. She
59:37
started January 1983. And
59:40
one of the things I loved about
59:42
Susan, not only her intellect, but her
59:45
sense of humor. I just said, oh,
59:47
we need a little icon to
59:49
display as it's booting to show
59:51
that it passed the hardware
59:53
tests we do on boot. And
59:56
she came up with the smiling
59:58
Macintosh and the sad Mac. back as
1:00:00
well. That was two sides
1:00:02
of the same inspiration.
1:00:04
We actually loved
1:00:06
anything that would
1:00:09
make it more fun. Because you bear
1:00:11
in mind the competition at the time when you had
1:00:13
the PC, you turn it on, you landed at the
1:00:15
DOS prompt, so computers really weren't accessible for many people.
1:00:18
Yeah, we were pretty critical
1:00:20
of the PC. We were
1:00:23
trying to make something that was
1:00:26
truly great and would be
1:00:28
accessible to everyone. I
1:00:31
would say Microsoft had very
1:00:33
different values than Apple. The
1:00:35
goal of all the work that
1:00:38
Microsoft did was to make as
1:00:40
much money as they possibly could. Whereas
1:00:43
Steve Jobs viewed himself as
1:00:45
an artist, encouraged the team
1:00:47
to think of themselves as
1:00:49
artists, so we had more
1:00:51
artistic values. Not so much
1:00:53
maximizing our profit, but maximizing
1:00:55
the greatness of our product,
1:00:57
trying to do the best
1:00:59
thing ever. Microsoft wouldn't
1:01:02
even care to do the best thing
1:01:04
ever. They just wanted to make
1:01:06
the most money ever. Whereas
1:01:09
Mac really was motivated
1:01:11
by just making something
1:01:13
that people would adore. Well,
1:01:15
after the legendary 1984 commercial
1:01:18
during the Super Bowl, was
1:01:21
a precious step up to delivery even more.
1:01:23
I was also wondering when you first saw that advert,
1:01:25
was it the Super Bowl when you first saw it?
1:01:28
No, no, we saw it as it
1:01:30
was developing. They asked me to write
1:01:32
a little software that was used in
1:01:34
the commercial to flash numbers and letters
1:01:36
on the side of the screen. We
1:01:39
heard about it
1:01:41
from the very beginning. Try
1:01:43
it day, the advertising company
1:01:45
responsible for it that Apple
1:01:47
worked closely with. They had
1:01:49
already done a series of ads for
1:01:52
the Apple II and stuff, but one
1:01:54
of the concepts when brainstorming with them
1:01:56
about what should the big intro ad
1:02:00
be, they had come up for
1:02:02
their Apple II work with a slogan, why 1984 won't be
1:02:04
like 1984. We
1:02:08
thought that was a great concept.
1:02:10
They did a storyboard. They hired
1:02:14
really good people to shoot
1:02:16
it. I was
1:02:18
busy working on the software. I wasn't that involved
1:02:20
with it, but they had a shoot for the
1:02:22
ad, I think in
1:02:24
August of 1983. Shortly
1:02:31
after that, they made a rough cut. Steve
1:02:33
showed it to the team. Most
1:02:35
of us just loved it, but
1:02:37
they showed it to the board of directors
1:02:39
who hated it. They thought it wasn't
1:02:42
product oriented enough. It didn't hardly
1:02:44
mention the Macintosh till the very
1:02:46
end. And so they said, sorry,
1:02:49
you know, we're not going to spend
1:02:51
a million dollars on this. And
1:02:54
they instructed Shai at day to sell
1:02:56
the Super Bowl ad time back. They
1:02:58
originally were doing two versions, a
1:03:01
30 second version and a one
1:03:03
minute version. And they
1:03:06
sold the 30 second version back, but
1:03:08
Shai at day essentially lied
1:03:10
and say that they weren't able to at
1:03:12
this late date to sell the one minute
1:03:15
time slot. So we had to run it.
1:03:17
And of course, it was a sensation. It was
1:03:20
an allegory, a brilliantly shot stage creative.
1:03:22
And I guess now it's considered one
1:03:24
of the best ads of all time.
1:03:26
Well, there is a great image as
1:03:29
well on your website, folklore.org.
1:03:31
Obviously, we'll talk more about the website and the
1:03:33
stories on there soon. But I'm just looking at
1:03:35
an image now of the the t-shirts and the
1:03:37
hoodies that you had made up the the 90
1:03:40
hours a week and loving it. Which
1:03:42
we were actually working these amount of hours.
1:03:44
And I mean, what do you remember about
1:03:46
that time then and the intense amount of
1:03:48
hours you spent in the office getting the
1:03:50
Macintosh? Well, it involved a lot
1:03:52
of time. I
1:03:55
always work late. I
1:03:57
would but trouble did too. So a lot of the.
1:04:00
Max software development was done
1:04:02
after dinner. But
1:04:05
as we got more and more people and
1:04:07
as the deadline drew closer, people were staying
1:04:10
later and later. Ironically, the
1:04:12
people who made that
1:04:14
sweatshirt were the finance team who really
1:04:17
didn't work anything close to 90 hours.
1:04:20
They were more like 40 hours a week and
1:04:22
loving it. But the software
1:04:24
team, especially in
1:04:27
the last few months before shipping, really
1:04:29
did work 90 hours or more.
1:04:31
I have a funny story in my book about
1:04:34
how Burl Smith, when
1:04:36
he finally quit Apple, he took
1:04:38
some masking tape and crossed
1:04:40
out the nine. So
1:04:43
his sweatshirt said zero hours a week and
1:04:45
loving it. Nice. I thought it
1:04:47
was a clever way to resign. Well
1:04:50
at the Max launch, Steve
1:04:52
Jobs revealed the machine and had
1:04:55
it introduce itself with a speech
1:04:57
synthesizer. So how has that
1:04:59
idea reached things? I know you worked on that. Yeah.
1:05:04
Just before like a week or
1:05:06
maybe a week and a half before
1:05:09
the launch, we had
1:05:11
some software developers come in and we
1:05:13
had seeded them with an early Mac.
1:05:16
I forget the name of the company, but
1:05:18
I remember the name of the engineer, Mark
1:05:20
Barton. They had done a
1:05:22
speech synthesizer for the Apple II. And
1:05:26
we commissioned them to do
1:05:28
it for the Mac. They
1:05:31
finally came in with a demo right
1:05:33
before it shipped and it sounded great.
1:05:36
And when Steve heard it, he goes, I
1:05:38
want the Macintosh to be the first
1:05:40
computer to introduce itself. And
1:05:43
so my job was to integrate
1:05:45
the software. All the hard work
1:05:47
was writing the speech engine. I
1:05:50
had to plug it into our demo,
1:05:52
make it work. And so I had to figure out,
1:05:54
well, what should the Mac say? Introducing
1:05:58
itself. It was beyond
1:06:00
me to figure out something like that.
1:06:03
But Susan had the brilliant
1:06:05
idea of calling Steve
1:06:07
Hayden, who was the advertising
1:06:10
writer who had conceived of the
1:06:12
1984 commercial. We
1:06:15
asked him, well, what write us some
1:06:17
words that should be the Mac's first
1:06:19
words introducing, and he did a great
1:06:21
job. Say beginning, hello,
1:06:23
I am Macintosh. It sure is great to
1:06:26
get out of that bag. You
1:06:29
know, it was in a bag on
1:06:32
stage the whole time Steve was talking.
1:06:34
But anyway, the intro demo story was
1:06:36
we had worked, you know, if we
1:06:38
had worked 90 hours a week on
1:06:40
average, the last couple of weeks before
1:06:43
we shipped, we were probably working 120
1:06:45
hours a week. The
1:06:48
last three days, I got no sleep
1:06:50
at all. And finally we
1:06:52
got the system disk done, and
1:06:56
it was driven off to the
1:06:58
factory to be mass reproduced. We
1:07:01
were just lying on the
1:07:03
floor, sighing with relief.
1:07:05
After working the hardest we ever worked
1:07:08
in our lives, we
1:07:10
were finally finished, at least for
1:07:12
the first release. But
1:07:14
then while we were like lounging around on
1:07:16
the floor, Steve Jobs came and said, get
1:07:18
up, you're not done yet. And
1:07:21
we thought, well, sure, we were done. What
1:07:24
else could we do? But he goes, we need
1:07:26
a great demo to introduce the Mac with. And
1:07:30
so we sort of sighed
1:07:32
and were exhausted, but we also were
1:07:35
attracted to the challenge of making a
1:07:37
great demo. We only had
1:07:39
like five or six days to do it. One
1:07:42
of the things at the end was
1:07:44
the speech demo we were just talking
1:07:46
about, but we also had various
1:07:49
other graphics demos, and a
1:07:52
slideshow of Mac
1:07:54
applications and stuff. But
1:07:57
during the rehearsals, the demo,
1:08:00
occasionally crashed. What
1:08:02
it really was was the huge letters
1:08:04
we had scrolling across the screen pushed
1:08:06
the memory limits of the
1:08:08
128K Mac. So
1:08:11
we had the idea in those days
1:08:14
when the Mac shipped, there were prototype
1:08:17
512K Macs, just
1:08:20
two of them we had in all
1:08:22
of existence, but we thought
1:08:24
let's use one of those for the
1:08:26
demo to make it so it wouldn't
1:08:28
crash. I was wondering then after
1:08:30
the launch, did you have your chance to
1:08:33
let your hair down? Yeah, after
1:08:35
the launch was just in
1:08:38
ecstatic catharsis, the culmination
1:08:40
of over three
1:08:42
years worth of work. So we were just
1:08:45
sort of in an exhausted
1:08:47
haze, but in heaven that
1:08:49
hey, we did it, we got it out to
1:08:51
the stores. One of the things I did right
1:08:54
after the introduction
1:08:56
ceremony was I wanted
1:08:59
to buy, it was supposed to be on
1:09:01
sale. Not only was the Macintosh announced that
1:09:03
day, but it was supposed to be available
1:09:06
that day. So I set
1:09:08
my goal well to go around to the
1:09:10
computer stores and actually buy one just to
1:09:12
prove to myself that you
1:09:14
could do that. But it turns out
1:09:17
none of the stores around had them
1:09:19
yet. And finally
1:09:21
I found one that was willing to sell
1:09:23
it to me even though it didn't have
1:09:25
it delivered to me for another month. And
1:09:28
so I did achieve my goal about at
1:09:30
least buying it on the day of introduction.
1:09:33
And of course, I already had a few of them that
1:09:36
we were using for development, but just
1:09:39
I just made it more real to be
1:09:41
able to go into a store and actually
1:09:43
purchase it. How were
1:09:45
the sales of the Mac after launch? They
1:09:49
started out great by the
1:09:51
summer. Steve set a goal that
1:09:54
he mentioned during the
1:09:56
introduction of selling 50,000.
1:10:00
Mac catoshes in the first hundred
1:10:02
days and we exceeded that.
1:10:04
We sold about 60,000 and
1:10:06
into the summer it was still doing
1:10:08
well, but in the fall of 1984
1:10:12
the computer industry experienced one of
1:10:14
its downturn
1:10:17
periods and the sales
1:10:19
of the Mac started drying up till by
1:10:21
the December month. We had forecast 80,000 to
1:10:24
be sold in December of 1983 and in
1:10:26
fact it was selling more like
1:10:33
6,000 instead of 80,000, a huge shortfall. The
1:10:40
beginning of 1985 people
1:10:43
started panicking, what can we do to fix
1:10:45
it? I was on leave of
1:10:47
absence from Apple by then, but
1:10:49
there was a lot of pressure that
1:10:51
hey, the Mac's not selling, what
1:10:53
can we do? Ultimately
1:10:56
that led to Steve getting kicked off
1:10:58
the Mac team, which I would
1:11:00
have said prior to that that
1:11:02
was impossible to happen. Steve was the
1:11:04
heart and soul of the company, leader
1:11:07
of the Mac team, that seemed like a very
1:11:12
precarious times for Apple. Do you remember the
1:11:14
reaction to that from the team? That must
1:11:16
have been like having the heart and soul
1:11:18
of the Mac team. It
1:11:20
was mixed, Steve, because Steve was
1:11:22
polarizing. Steve
1:11:25
could be the greatest boss you've ever
1:11:27
had and the worst boss you've ever
1:11:29
had almost
1:11:31
simultaneously. Depending
1:11:34
on how you felt about Steve, you
1:11:36
either thought, oh, Apple is going to
1:11:39
get professional management now or
1:11:41
you thought that Apple was going to
1:11:43
become a shadow of itself without Steve
1:11:45
as the driving force. You
1:11:49
said you had a leave of absence as well
1:11:51
in April 1984. I
1:11:54
was wondering why you decided to leave. Because
1:11:57
I had the bad boss I
1:11:59
alluded to. a little while ago,
1:12:01
I had a boss who gave
1:12:03
me an awful review for the
1:12:05
time period. I was working harder
1:12:08
than I've ever worked before, creating
1:12:10
the Macintosh user interface toolbox, but
1:12:12
he gave me a bad
1:12:14
review because I didn't count
1:12:16
out to him enough. And
1:12:19
at that time, you know, with the
1:12:21
better, I thought, I can't work for this guy.
1:12:24
So I'll, I'm going to quit. But
1:12:27
then, second thoughts, I thought,
1:12:29
well, I can't quit. I put too much of
1:12:31
my life into the Mac. It's too important, not
1:12:34
just to me, but to everybody.
1:12:38
And so I'll stay until it launches.
1:12:41
And after it launched, and things
1:12:43
quieted down a little after the
1:12:45
launch, someone suggested to
1:12:47
me not to quit, but just go and
1:12:49
leave. So I'd have the option of coming
1:12:52
back. And that's what I did. Ended
1:12:55
up not coming back because six
1:12:57
months as my lead was expiring, things
1:13:00
were still in bad shape there,
1:13:02
in my opinion, which
1:13:05
was probably borne out by
1:13:07
Steve getting fired just a few
1:13:09
months after that. I
1:13:12
still did approximately what I would have done
1:13:14
if I was still there, writing the
1:13:16
first multitasking environment for the
1:13:19
Macintosh Cult Switcher. I
1:13:21
developed a commercial product during that time
1:13:24
called ThunderScan. So
1:13:26
I was still very, very much
1:13:28
an Apple developer, even when I
1:13:31
was no longer an employee. Well,
1:13:33
obviously, that time was a tumultuous time at
1:13:36
Apple, but kind of going forward, you know,
1:13:38
a few years, because you did actually work
1:13:40
with Apple again when you founded with
1:13:44
Bill Atkinson and Mark Porat at the
1:13:46
company General Magic. There's an amazing
1:13:48
movie that came out about it a couple of years ago. And
1:13:51
the tagline to that was, the company who
1:13:53
saw the future too soon. Of course, you
1:13:55
know, it's some incredible innovations there. So
1:13:57
I'm curious about how the idea for General Magic... came
1:14:00
about and what the vision was for it
1:14:02
initially. Well, it was really Mark Peratt was
1:14:04
the visionary. He hired on
1:14:06
at Apple in 1988, where his job
1:14:12
was to figure out what's the
1:14:14
next thing beyond personal computers. He
1:14:17
went and interviewed many
1:14:19
Apple employees and other
1:14:21
industry luminaries and
1:14:23
put together this
1:14:26
big, thick, red book of
1:14:28
designs to pursue and
1:14:32
did such a great job. He got a lot
1:14:34
of people excited about it. And
1:14:36
anyway, I got really excited mainly
1:14:38
because it was a chance to work with Bill again.
1:14:40
Bill called me up and
1:14:43
said, oh boy, I ran across this
1:14:45
incredible thing. It's going to be the
1:14:47
future of the computer industry. Come
1:14:49
back to Apple to work with me on it.
1:14:53
And I said, oh, that
1:14:55
sounds interesting. The next day, Mark Peratt
1:14:57
came over to my house and showed
1:14:59
me his models. One of the brilliant
1:15:01
things Mark did to make it real
1:15:03
was to make a plaster models of
1:15:05
what it could like. And
1:15:08
they looked very similar to the
1:15:11
original iPhone. But with
1:15:13
these models, you could
1:15:15
really taste the potential
1:15:17
and the future. And
1:15:20
so I kind of signed up and was I
1:15:23
was not a very big John Scully fan.
1:15:25
And so I was pleased when in
1:15:28
the spring of 1990, General
1:15:32
Magic separated from Apple
1:15:34
was it became its own little
1:15:36
startup company funded by Apple, as
1:15:39
well as the original investors in
1:15:41
General Magic were Apple, Sony and
1:15:43
Motorola. All three
1:15:45
very strategic Sony because
1:15:47
they were the best consumer electronics
1:15:50
manufacturer in the world. Motorola,
1:15:52
who had the best wireless
1:15:54
networking, Apple who had the
1:15:57
best user interface expertise.
1:16:00
Those three together were the
1:16:02
initial investors, but also
1:16:05
customers of General Magic. Yeah.
1:16:07
General Magic, they created products
1:16:09
and innovations. They were really ahead of the
1:16:11
time. One of the
1:16:14
major ones was the MagicCap operating
1:16:16
system. Right. What was the idea
1:16:18
behind that? We
1:16:20
wanted to make it as easy
1:16:22
as possible to learn and to
1:16:24
use, very much like the
1:16:26
Macintosh, but even more so
1:16:29
because we had a broader consumer
1:16:31
ambition. Again,
1:16:35
the way you make something new
1:16:37
is you just try things out.
1:16:41
It evolved over a period
1:16:43
of three or four years. We
1:16:46
came up with using, essentially
1:16:48
building on top of the desktop
1:16:50
metaphor from the Finder on
1:16:52
the Mac, we had a spatial
1:16:54
metaphor where a lot of your
1:16:56
tools were on the desk, but we also had
1:16:59
a hallway of doors
1:17:01
to expand into and a
1:17:03
street, quote unquote,
1:17:05
where commercial services would
1:17:07
be available. We also
1:17:09
wanted it to be uniquely
1:17:12
customizable. Of
1:17:14
course, as always, we wanted
1:17:16
to make it as fun and
1:17:18
enjoyable and as lovable to use
1:17:20
as we possibly could. What
1:17:23
mistake we made was we probably took
1:17:25
too long doing it. We
1:17:27
were both early and late. It's
1:17:30
very, very important to get feedback
1:17:33
from your intended users as you're doing it.
1:17:36
That's why it probably
1:17:38
would have made sense to do
1:17:40
a more stripped down version first and
1:17:42
build on top of that. On
1:17:45
the other hand, General Magic was so
1:17:48
many years ahead of the core
1:17:50
technology it would need to really
1:17:53
make a difference. We
1:17:55
were too early. We could have
1:17:57
if we started a few years.
1:18:00
years later, we probably would have had a
1:18:02
better chance to succeed. And
1:18:05
then Apple decided, even though
1:18:07
they were our benefactor and
1:18:09
progenitor, they wanted to
1:18:12
do their own thing with Newton.
1:18:14
Newton was in development for
1:18:16
two or three years before General Magic
1:18:19
started. They were building
1:18:21
something very different than General Magic.
1:18:23
We were building, wanted to build
1:18:25
something that fit in your pocket
1:18:27
and was based on networking,
1:18:29
communication was the center of
1:18:32
the design. Whereas
1:18:34
Newton had a full page
1:18:36
display. General
1:18:38
Magic's target price was about $500.
1:18:43
The original Newton I'm talking about was more
1:18:45
like $5,000. It
1:18:49
was inspired by the
1:18:51
Dynabook, whereas General Magic was more
1:18:53
inspired by the cell phone. But
1:18:56
then when some of their
1:18:58
plans, Newton's plans didn't come
1:19:01
to fruition, they made the fateful
1:19:03
decision to switch
1:19:05
gears and build something very much like
1:19:07
what General Magic was building. Something that
1:19:10
could fit in your pocket, something that
1:19:12
had a stylus. And
1:19:14
that, of course, put us at odds with
1:19:17
Apple. They were
1:19:19
not as upfront as perhaps they should
1:19:21
be. We were just blindsided. We didn't
1:19:23
know they had changed the Newton to
1:19:26
be directly competitive with
1:19:28
Magica. But they
1:19:30
did. And that was disappointing.
1:19:34
If Apple ended up joining forces
1:19:36
and working together on something,
1:19:39
it would have a much
1:19:41
better chance of succeeding. Both
1:19:43
Newton and General Magic suffered
1:19:45
from what happened. We
1:19:47
could have got the iPhone maybe a decade ahead of when we got
1:19:49
it maybe. Yeah, except there
1:19:51
were so many enabling technologies that
1:19:53
weren't ready yet. You couldn't
1:19:56
have the capacitive touch screens back
1:19:58
when we were doing it. it,
1:20:01
they came five years or more later. We
1:20:04
had resistive touchscreens where you can't swipe
1:20:06
as nicely. It just couldn't have as
1:20:08
good a feel as the
1:20:10
iPhone. Plus, the processors
1:20:13
weren't fast enough that the
1:20:15
wireless networking was barely existing.
1:20:18
It's like orchestrating ballet or
1:20:20
something, putting all the pieces
1:20:22
together, the six
1:20:25
or seven different crucial technologies and
1:20:27
having it all come together in
1:20:29
the right time for shipping when
1:20:31
you're planning. You
1:20:34
can't really pull that
1:20:36
off perfectly, although I guess the iPhone
1:20:38
came close to doing it. Well,
1:20:41
Andy, I'm conscious that you've already been extremely generous with
1:20:44
your time, and we could talk to you all day,
1:20:46
the amount of incredible stories that you've
1:20:48
got. Obviously, we did touch on the fact that you have an
1:20:51
amazing website that's been going over 20 years now,
1:20:53
called folklore.org that documents a lot of
1:20:56
Apple history and a lot of the
1:20:58
people involved as well, all in great
1:21:00
short anecdotes too. So what
1:21:03
did the idea of doing that come from
1:21:05
then, setting the website up? Well, I was
1:21:07
interested. This was in, when did
1:21:09
I start that? 2003,
1:21:12
I had the idea to
1:21:14
work on something that would
1:21:16
allow collaborative storytelling.
1:21:20
I had seen other books about Apple
1:21:22
and they were all biased by the
1:21:25
position the author was in.
1:21:29
I wanted to come up with a
1:21:31
way to document important projects that
1:21:34
wasn't biased. And so the
1:21:37
idea I had was I
1:21:39
called a collective historical storytelling
1:21:41
or something like that, where anyone
1:21:44
could or group could write, each
1:21:48
person could write their own little stories that
1:21:50
would add up to the big story. And
1:21:54
so I developed the website or started
1:21:56
developing the website when I thought, well,
1:21:58
what story can I make? I used
1:22:00
to develop this with. And the obvious
1:22:02
thing was the development of the Macintosh,
1:22:04
which I was already really close to.
1:22:07
So I started building the site and inviting
1:22:11
key contributors to the Macintosh to
1:22:13
submit their stories. I
1:22:15
ended up with stories from
1:22:17
Susan Care, Steve Kaps, Bruce
1:22:19
Horne, Don Denman. What
1:22:21
I later found out, I thought
1:22:23
the valuable thing of what I
1:22:26
was doing was a software framework
1:22:28
for collective storytelling. But
1:22:30
the real value ended up being the
1:22:32
stories themselves that I wrote. That's what
1:22:35
people resonated with. In
1:22:37
a way, the project was
1:22:39
a failure because I never
1:22:41
got traction with many other
1:22:43
stories like I initially intended.
1:22:46
On the other hand, the Mac
1:22:48
stories were worthwhile. We ended up spinning
1:22:50
it out into a book, which
1:22:53
I'm really glad happened. The book
1:22:55
ended up being beautiful and a
1:22:57
great thing to have. Yeah,
1:23:00
well, some news, I guess, not
1:23:02
that much news. But late last
1:23:05
year, I got the
1:23:07
Computer History Museum to take over the
1:23:10
maintenance of the folklore website. I started
1:23:12
thinking, hey, I'm 71 years old. I
1:23:17
don't know how much longer I'll be
1:23:20
around if I got it under the
1:23:22
auspices of an institution. It'll
1:23:24
last longer than I will. So
1:23:28
I had to, in some ways,
1:23:30
disembowel it to get acceptable
1:23:33
to the History Museum because
1:23:36
they needed it not to have
1:23:38
any maintenance. Because then I might
1:23:40
not be around. If
1:23:43
you do anything too fancy on
1:23:45
the server side, it almost certainly
1:23:47
will become obsolete in a few
1:23:49
years as the rest
1:23:51
of the site develops. So
1:23:53
I had to freeze it. I had to
1:23:55
take away the ability to add new stories,
1:23:58
add comments, and ratings. things.
1:24:02
But in that frozen state, it
1:24:04
was ideal for the Computer History
1:24:06
Museum. So I'm glad
1:24:08
that worked out. Yeah.
1:24:10
I think it's in safe hands with them,
1:24:13
absolutely. And people can read the
1:24:15
book, actually, I'm looking at the Kindle versions
1:24:17
available right now on Amazon, Revolution in the
1:24:19
Valley, with the forward by Steve Wozniak. Are
1:24:22
the hardbacks still available for it? Yeah, you can
1:24:24
get them used. Just search
1:24:26
for it. They're all over the place. But
1:24:29
yeah, it's not a print. I'll put a link to the
1:24:31
Kindle version in the show notes so people can buy it
1:24:33
on Amazon. Yeah. I want to check it
1:24:35
out. And of course, folklore as well. That will be in the
1:24:37
show notes too. Yeah. Andy, it's been
1:24:39
an absolute pleasure talking to you and what, you know,
1:24:42
some incredible stories that you've shared with us. So thanks
1:24:44
again for coming on and doing some reminiscing with us.
1:24:46
It's been an absolute honor to talk to you. Okay,
1:24:48
great. Thanks.
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