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These are the user uploaded subtitles that are being translated: 1 00:00:42,178 --> 00:00:43,186 - You might be under the impression 2 00:00:43,186 --> 00:00:46,661 that this is gonna be a story about nostalgia. 3 00:00:46,661 --> 00:00:49,191 Well, you know, there's a fair bit of that, okay, 4 00:00:49,191 --> 00:00:52,941 but this story, the story of Mystic Searches, 5 00:00:54,286 --> 00:00:56,619 nostalgia's just a prologue. 6 00:00:57,662 --> 00:00:59,836 In order to tell this story, 7 00:00:59,836 --> 00:01:01,398 I'm gonna have to play with the chronology a little bit. 8 00:01:01,398 --> 00:01:03,491 I'm gonna have to dramatize some things. 9 00:01:03,491 --> 00:01:05,534 If that ends up leaving you a little bit confused 10 00:01:05,534 --> 00:01:08,023 or frustrated, well then, 11 00:01:08,023 --> 00:01:10,139 we have adequately represented exactly what it's like 12 00:01:10,139 --> 00:01:14,039 to program for the Nintendo Entertainment System. 13 00:01:14,039 --> 00:01:15,331 Let's rewind two years 14 00:01:15,331 --> 00:01:16,771 to when I was visiting my childhood home 15 00:01:16,771 --> 00:01:17,983 in Central New York. 16 00:01:35,862 --> 00:01:38,293 It's rather bittersweet to be reminded 17 00:01:38,293 --> 00:01:40,720 of your humble origins. 18 00:01:40,720 --> 00:01:43,650 I was well aware that this place was a mausoleum 19 00:01:43,650 --> 00:01:45,282 of foregone opportunities 20 00:01:45,282 --> 00:01:48,866 and a road map to a bunch of near misses. 21 00:01:48,866 --> 00:01:50,931 This was a repository of artifacts 22 00:01:50,931 --> 00:01:53,048 of long-abandoned aspirations. 23 00:01:53,048 --> 00:01:57,215 ♪ It's amazing how the colors seem to disappear ♪ 24 00:02:05,074 --> 00:02:09,455 ♪ It seems funny how the wind seems to blow ♪ 25 00:02:09,455 --> 00:02:12,455 ♪ Through your hair ♪ 26 00:02:16,392 --> 00:02:18,725 ♪ Come here ♪ 27 00:02:19,581 --> 00:02:22,664 ♪ For a little while ♪ 28 00:02:28,290 --> 00:02:30,623 ♪ Your face ♪ 29 00:02:34,471 --> 00:02:36,638 ♪ I erase ♪ 30 00:02:42,138 --> 00:02:43,904 - On the one hand, it was a pleasant reminder 31 00:02:43,904 --> 00:02:46,800 of a simpler time, on the other, 32 00:02:46,800 --> 00:02:50,967 a reminder of once limitless, now expired, potential. 33 00:03:14,084 --> 00:03:15,789 Now before you get the wrong idea that I'm trying 34 00:03:15,789 --> 00:03:18,237 to solicit pity from you, in all fairness, 35 00:03:18,237 --> 00:03:20,352 this is the home that I was returning to. 36 00:03:25,113 --> 00:03:27,052 Okay, so I never became the big rock star. 37 00:03:27,052 --> 00:03:28,625 I never became the famous novelist. 38 00:03:28,625 --> 00:03:29,932 But I really couldn't complain. 39 00:03:29,932 --> 00:03:31,284 I lived in paradise. 40 00:03:31,284 --> 00:03:33,904 Had a nice job with a corner office. 41 00:03:33,904 --> 00:03:35,004 Found the girl. 42 00:03:35,004 --> 00:03:36,486 She's perfect, you know. 43 00:03:36,486 --> 00:03:38,124 Took the vows. 44 00:03:38,124 --> 00:03:39,248 Bought the house in the suburbs, 45 00:03:39,248 --> 00:03:40,928 and just to complete the cliche, 46 00:03:40,928 --> 00:03:43,044 got the cute, little dog. 47 00:03:43,044 --> 00:03:43,884 Life was good. 48 00:03:43,884 --> 00:03:44,974 It was crazy. 49 00:03:44,974 --> 00:03:47,557 There was so many sort of icons 50 00:03:49,094 --> 00:03:49,927 of nostalgia. - Did you see 51 00:03:49,927 --> 00:03:50,881 all the old band stuff? 52 00:03:50,881 --> 00:03:51,837 - All the old band stuff 53 00:03:51,837 --> 00:03:52,670 and CDs-- 54 00:03:52,670 --> 00:03:53,924 - And the old films that I've worked on, 55 00:03:53,924 --> 00:03:56,629 and all that stuff is just, you know, a giant pile 56 00:03:56,629 --> 00:03:57,572 in the shed. - Of course. 57 00:03:57,572 --> 00:03:59,124 - There was a surprise. 58 00:03:59,124 --> 00:04:01,222 I found, okay, so I know you're gonna like this, 59 00:04:01,222 --> 00:04:02,662 'cause you're a huge Zelda nerd. 60 00:04:02,662 --> 00:04:04,767 I found all my old NES stuff 61 00:04:04,767 --> 00:04:06,633 with the golden cartridge. - Oh there's a booklet. 62 00:04:06,633 --> 00:04:07,510 - Yeah, yeah, yeah. 63 00:04:07,510 --> 00:04:09,217 Even cooler was right next to it, 64 00:04:09,217 --> 00:04:11,880 I found these old illustrations. 65 00:04:11,880 --> 00:04:15,670 These are illustrations for a video game for the NES 66 00:04:15,670 --> 00:04:18,498 that me and a neighborhood kid had created. 67 00:04:19,777 --> 00:04:21,910 - Yeah, so there's like the items and the weapons, 68 00:04:21,910 --> 00:04:24,520 all the monsters, the names, the characters, like, 69 00:04:24,520 --> 00:04:26,080 as if this was a game manual, you know. 70 00:04:26,080 --> 00:04:27,499 - Yeah. 71 00:04:27,499 --> 00:04:29,978 - What was even crazier was-- 72 00:04:29,978 --> 00:04:31,137 Oh, the school pictures. 73 00:04:31,137 --> 00:04:32,230 - My mom had all the school pictures, 74 00:04:32,230 --> 00:04:34,150 like right next to it, in this folder. 75 00:04:34,150 --> 00:04:35,483 And here's 1988. 76 00:04:36,789 --> 00:04:38,360 - Oh my God. - Second-grade, 77 00:04:38,360 --> 00:04:39,643 that's me-- - Look at you. 78 00:04:39,643 --> 00:04:42,180 with the spiky hair. - With the cool, spiky hair. 79 00:04:42,180 --> 00:04:43,432 This is Matt Juliano. 80 00:04:43,432 --> 00:04:46,312 This is the guy that I did all these with. 81 00:04:46,312 --> 00:04:47,542 - You did these drawings with him. 82 00:04:47,542 --> 00:04:48,382 - Yeah, yeah. 83 00:04:48,382 --> 00:04:49,902 - Oh my gosh. 84 00:04:49,902 --> 00:04:51,170 Do you still talk to him? 85 00:04:51,170 --> 00:04:53,982 - He moved away not long after this picture. 86 00:04:53,982 --> 00:04:56,220 I haven't probably talked to him in 20-25 years. 87 00:04:56,220 --> 00:04:57,902 - You should find him. 88 00:04:57,902 --> 00:05:00,398 - Thanks to the significant advances in telecommunications 89 00:05:00,398 --> 00:05:01,881 since the last time I'd seen him, 90 00:05:01,881 --> 00:05:03,441 it only took a search or two on social media 91 00:05:03,441 --> 00:05:04,793 to track him down. 92 00:05:04,793 --> 00:05:07,807 Turned out, we live pretty parallel lives, 93 00:05:07,807 --> 00:05:11,339 both ended up in Florida, both musicians. 94 00:05:11,339 --> 00:05:12,431 It's really exciting to get to catch up with him 95 00:05:12,431 --> 00:05:14,303 over a couple of drinks and a jam session. 96 00:05:14,303 --> 00:05:16,043 It was only a matter of time until the subject 97 00:05:16,043 --> 00:05:17,435 of those game ideas came up. 98 00:05:17,435 --> 00:05:19,523 Do you remember anything? 99 00:05:19,523 --> 00:05:20,960 Do you remember? 100 00:05:20,960 --> 00:05:22,779 - Yeah, I vaguely remember some of the drawings. 101 00:05:22,779 --> 00:05:25,504 I do distinctly remember writing a letter. 102 00:05:25,504 --> 00:05:26,559 - Wasn't it something along the lines 103 00:05:26,559 --> 00:05:29,043 of like send us the stuff, so we can make our own game? 104 00:05:29,043 --> 00:05:30,154 - Yeah, if I remember-- 105 00:05:30,154 --> 00:05:31,968 Matt and Joe, age eight or whatever, 106 00:05:31,968 --> 00:05:33,256 like, literally writing it in pencil. 107 00:05:33,256 --> 00:05:34,656 - It was like a blank cartridge 108 00:05:34,656 --> 00:05:36,197 and all the other stuff you need. 109 00:05:36,197 --> 00:05:37,786 I remember your mom kind of looking at us, 110 00:05:37,786 --> 00:05:42,226 and in retrospect, she kind of smirked and was like, 111 00:05:42,226 --> 00:05:44,737 "I could stop these kids' hopes, but I'm not going to. 112 00:05:44,737 --> 00:05:46,877 "We're gonna see how this plays out." 113 00:05:46,877 --> 00:05:47,794 I remember her being very helpful, 114 00:05:47,794 --> 00:05:50,505 like helping us with he postage and all of that. 115 00:05:50,505 --> 00:05:53,299 - So after we sent the letter, every day that summer, 116 00:05:53,299 --> 00:05:55,385 me and Matt, we sat around, and we waited 117 00:05:55,385 --> 00:05:56,653 for the delivery trucks. 118 00:05:56,653 --> 00:05:57,781 Every day, we waited for the mail, 119 00:05:57,781 --> 00:05:59,565 'cause we knew that one of those days, 120 00:05:59,565 --> 00:06:02,293 the space age computers were going to arrive from Nintendo, 121 00:06:02,293 --> 00:06:03,737 and it was gonna help us make our game, 122 00:06:03,737 --> 00:06:05,561 and we were just gonna intrinsically know how to use them. 123 00:06:05,561 --> 00:06:06,834 That didn't happen. 124 00:06:06,834 --> 00:06:09,265 No, we instead got a little form letter, 125 00:06:09,265 --> 00:06:10,213 much like this one. 126 00:06:10,213 --> 00:06:12,982 Basically said stay in school, don't do drugs, 127 00:06:12,982 --> 00:06:15,805 do good in math, and you know, unfortunately, 128 00:06:15,805 --> 00:06:18,657 Nintendo of America cannot take unsolicited game ideas. 129 00:06:18,657 --> 00:06:20,817 How soul crushing, right? 130 00:06:20,817 --> 00:06:22,759 The ideas got indefinitely filed away in the shed 131 00:06:22,759 --> 00:06:25,417 in my backyard, but now 30 years older, 132 00:06:25,417 --> 00:06:28,326 and at least a little wiser, I had to wonder. 133 00:06:28,326 --> 00:06:30,522 What would it take to actually bring this game to life? 134 00:06:31,369 --> 00:06:33,485 Cue Austin Mckinley, production partner, 135 00:06:33,485 --> 00:06:36,048 fellow filmmaker and tremendous illustrator 136 00:06:36,048 --> 00:06:38,705 who actually had experience working in games. 137 00:06:38,705 --> 00:06:41,524 As someone whose creative input I'd come to value, 138 00:06:41,524 --> 00:06:43,101 I was curious. 139 00:06:43,101 --> 00:06:44,585 As an artist, what would he think of trying 140 00:06:44,585 --> 00:06:48,227 to revive a juvenile ambition like this. 141 00:06:48,227 --> 00:06:51,137 I found these illustrations for a game 142 00:06:51,137 --> 00:06:53,569 that I'd created for the Nintendo Entertainment System 143 00:06:53,569 --> 00:06:54,846 when I was like eight years old. 144 00:06:54,846 --> 00:06:55,997 ! - Illustrations 145 00:06:55,997 --> 00:06:57,745 and maps of the world-- 146 00:06:57,745 --> 00:06:58,953 - Oh, that's awesome. - Levels and descriptions 147 00:06:58,953 --> 00:07:00,633 of characters and all this other stuff. 148 00:07:03,004 --> 00:07:07,171 Would you be interested in embarking on a crazy adventure 149 00:07:08,329 --> 00:07:11,436 to appease my eight-year-old's ambition . 150 00:07:23,990 --> 00:07:26,338 ♪ Seeing deception ♪ 151 00:07:26,338 --> 00:07:28,881 ♪ A half life minus ♪ 152 00:07:28,881 --> 00:07:31,352 ♪ A segment, a blunder ♪ 153 00:07:31,352 --> 00:07:34,171 ♪ Objective protection ♪ 154 00:07:34,171 --> 00:07:36,441 ♪ It's a sexual time ♪ 155 00:07:36,441 --> 00:07:39,193 ♪ Paid for a product backwards ♪ 156 00:07:39,193 --> 00:07:42,360 ♪ It's selection time ♪ 157 00:07:46,097 --> 00:07:48,680 ♪ Final lesson ♪ 158 00:07:54,318 --> 00:07:55,859 - I mean, you know, in a very sort of 159 00:07:55,859 --> 00:07:57,560 literal way. - Literal translation, 160 00:07:57,560 --> 00:07:59,000 yeah, yeah. 161 00:07:59,000 --> 00:08:01,440 Even the details, you know, under the trees and-- 162 00:08:01,440 --> 00:08:03,941 - Uh-huh, that's really gratifying. 163 00:08:03,941 --> 00:08:06,992 I love the lightning striking the crystal ball. 164 00:08:06,992 --> 00:08:10,583 That seems very eight years old, ppp-choeww! 165 00:08:10,583 --> 00:08:11,943 - It seems like an '80s cartoon. 166 00:08:11,943 --> 00:08:13,383 I mean, it looks like an '80s cartoon. 167 00:08:13,383 --> 00:08:14,216 - For sure. 168 00:08:14,216 --> 00:08:16,832 So I mean, is this the game that you want to make? 169 00:08:16,832 --> 00:08:20,183 Do you want to keep going on this or what? 170 00:08:20,183 --> 00:08:21,822 - It would be cool to see the world realized, 171 00:08:21,822 --> 00:08:26,166 but at the same time, without it actually on a cartridge. 172 00:08:26,166 --> 00:08:27,346 It's almost not worth it, you know. 173 00:08:27,346 --> 00:08:29,092 It's, it's, I don't know. 174 00:08:29,092 --> 00:08:30,633 - Well, now that you actually, probably, 175 00:08:30,633 --> 00:08:33,537 can find all, quote, the stuff you need 176 00:08:33,537 --> 00:08:36,898 to make the game, it's probably doable now, right. 177 00:08:38,844 --> 00:08:39,784 - Yeah, yeah, yeah. 178 00:08:39,784 --> 00:08:43,617 - So actually try and make it for a cartridge. 179 00:08:44,775 --> 00:08:48,106 I don't even know where to start with that. 180 00:08:48,106 --> 00:08:49,714 - It's got to be doable. 181 00:08:49,714 --> 00:08:52,244 If you do it, I'll go out and buy an NES right now. 182 00:08:54,975 --> 00:08:59,040 - So what we're talking about is a complete game 183 00:08:59,040 --> 00:09:03,207 for an unfamiliar console, programming our own game engine. 184 00:09:04,408 --> 00:09:07,516 My concern is, on more than one occasion, 185 00:09:07,516 --> 00:09:10,768 I've spent a year of my life building assets 186 00:09:10,768 --> 00:09:12,508 for a game that never ships. 187 00:09:12,508 --> 00:09:14,244 I want to make sure that 188 00:09:14,244 --> 00:09:17,771 if we commit to this, that we have a plan 189 00:09:17,771 --> 00:09:20,202 for how we're gonna take it to completion. 190 00:09:22,228 --> 00:09:24,485 What if we got a team, 191 00:09:24,485 --> 00:09:26,316 a team of professional artists, 192 00:09:26,316 --> 00:09:28,536 modern-day, professional artists, 193 00:09:28,536 --> 00:09:31,943 and force them to retrofit their skills 194 00:09:31,943 --> 00:09:34,644 into something that will fit within the NES constraints? 195 00:09:34,644 --> 00:09:37,716 Could we make a compelling game experience, 196 00:09:37,716 --> 00:09:39,515 despite the limitations? 197 00:09:39,515 --> 00:09:41,872 So we compiled a list of people we knew. 198 00:09:41,872 --> 00:09:44,196 Elizabeth Wilson, published novelist. 199 00:09:44,196 --> 00:09:45,263 Hmm, certainly knows how 200 00:09:45,263 --> 00:09:46,738 to craft a fantasy narrative. 201 00:09:46,738 --> 00:09:47,864 Does she know anything about games, though? 202 00:09:47,864 --> 00:09:48,716 Doubt it. 203 00:09:48,716 --> 00:09:50,204 But it might actually be a good thing, 204 00:09:50,204 --> 00:09:51,236 because she wouldn't fall 205 00:09:51,236 --> 00:09:53,378 into the same gaming narrative tropes 206 00:09:53,378 --> 00:09:55,070 that you or I might. 207 00:09:55,070 --> 00:09:56,978 - You know, we could get Josh Fallon 208 00:09:56,978 --> 00:09:58,198 to maybe help on the hardware side. 209 00:09:58,198 --> 00:10:00,493 - Oh, vagabond coder, that's appropriate. 210 00:10:01,326 --> 00:10:02,401 - Well, you know, I mean, he used to work 211 00:10:02,401 --> 00:10:04,460 on microcontrollers and stuff like that, back in the day. 212 00:10:04,460 --> 00:10:05,533 - Yeah, yeah. 213 00:10:05,533 --> 00:10:07,261 - Does that skill set even translate 214 00:10:07,261 --> 00:10:08,992 to what we're talking about here? 215 00:10:08,992 --> 00:10:09,825 There was Matt, 216 00:10:09,825 --> 00:10:11,251 who was probably the only other person on Earth 217 00:10:11,251 --> 00:10:13,427 who had a creative investment in the project, 218 00:10:13,427 --> 00:10:18,363 plus a lot of friends with a broad array of creative skills. 219 00:10:18,363 --> 00:10:20,190 Together, we were a team of talented 220 00:10:20,190 --> 00:10:22,727 and accomplished creative professionals who, 221 00:10:22,727 --> 00:10:25,757 in this case, had zero idea of what we were doing. 222 00:10:25,757 --> 00:10:26,987 Elizabeth was slightly concerned, 223 00:10:26,987 --> 00:10:28,622 'cause she'd recently found out she was pregnant, 224 00:10:28,622 --> 00:10:29,995 but I assured her we'd be plenty done 225 00:10:29,995 --> 00:10:31,129 by the time the baby came. 226 00:10:31,129 --> 00:10:33,921 And Josh, he was concerned, 'cause he lived pretty far away, 227 00:10:33,921 --> 00:10:36,750 but I told him, you know, we could collaborate remotely. 228 00:10:36,750 --> 00:10:38,253 Matt wasn't sure exactly how he could help, 229 00:10:38,253 --> 00:10:40,729 but I told him I really wanted him involved. 230 00:10:40,729 --> 00:10:42,888 All in all, everyone was legitimately excited. 231 00:10:42,888 --> 00:10:44,121 I was surprised. 232 00:10:44,121 --> 00:10:46,505 But one question kept coming up. 233 00:10:46,505 --> 00:10:49,770 Exactly who was the audience for a game like this? 234 00:10:49,770 --> 00:10:52,442 Okay, take a modern game studio like Bungie, 235 00:10:52,442 --> 00:10:54,509 thousands of employees, millions of dollars 236 00:10:54,509 --> 00:10:56,201 in each project's budget. 237 00:10:56,201 --> 00:10:57,060 They worked on equipment 238 00:10:57,060 --> 00:10:58,441 that looks straight out of science fiction. 239 00:10:58,441 --> 00:11:01,121 They recorded soundtracks with full symphony orchestras. 240 00:11:01,121 --> 00:11:02,876 They created photorealistic experiences 241 00:11:02,876 --> 00:11:05,233 using motion capture. 242 00:11:05,233 --> 00:11:06,853 Now for reference, compare that 243 00:11:06,853 --> 00:11:10,061 to the average independent homebrew studio, 244 00:11:10,061 --> 00:11:12,253 spare bedrooms and dark attics 245 00:11:12,253 --> 00:11:15,177 and unfinished basements and cramped storage units, 246 00:11:15,177 --> 00:11:18,427 and in some cases, cleared-out garages. 247 00:11:19,676 --> 00:11:21,941 How could any developer hope to compete, 248 00:11:21,941 --> 00:11:24,837 and more important, why would they want to? 249 00:11:24,837 --> 00:11:26,593 Well, it turns out there was a whole underground community 250 00:11:26,593 --> 00:11:29,321 that did this, so I asked them. 251 00:11:29,321 --> 00:11:30,778 - Video game industry started out back 252 00:11:30,778 --> 00:11:32,448 in the '70s and the '80s. 253 00:11:32,448 --> 00:11:36,660 It was a bunch of hackers and computer geeks. 254 00:11:36,660 --> 00:11:40,768 The roots of the industry are not any different 255 00:11:40,768 --> 00:11:44,068 than indie development right here and now. 256 00:11:44,068 --> 00:11:47,645 - When I was between eight to about 11, 257 00:11:47,645 --> 00:11:49,912 me and my buddies, on the playground, of course, 258 00:11:49,912 --> 00:11:52,891 we were always throwing around ideas for games. 259 00:11:52,891 --> 00:11:56,700 It's where I first decided I wanted to be a programmer. 260 00:11:56,700 --> 00:12:00,460 It's because I wanted to make games for the NES. 261 00:12:00,460 --> 00:12:02,653 - There was sort of an all-permeating thing, you know. 262 00:12:02,653 --> 00:12:04,973 We'd take manuals on the bus to read, 263 00:12:04,973 --> 00:12:07,029 and so a natural extension of that was just 264 00:12:07,029 --> 00:12:08,849 to start sort of making up our own stuff. 265 00:12:08,849 --> 00:12:11,865 - Back then, you're just drawing it up. 266 00:12:11,865 --> 00:12:14,493 You're just like, "If I ever could do this." 267 00:12:14,493 --> 00:12:17,316 But you never, back then, ever imagined 268 00:12:17,316 --> 00:12:18,910 that you would have been able to. 269 00:12:18,910 --> 00:12:20,942 - In the end, it doesn't matter that it's not 270 00:12:20,942 --> 00:12:22,135 on some kind of app. 271 00:12:22,135 --> 00:12:24,718 It doesn't matter that it's not on the newer-age console. 272 00:12:24,718 --> 00:12:27,674 It doesn't matter that it doesn't reach the masses. 273 00:12:27,674 --> 00:12:29,908 When I'm, like, programming for the Nintendo, 274 00:12:29,908 --> 00:12:30,958 I'm doing it for me. 275 00:12:30,958 --> 00:12:34,791 So I want it on the cartridge, and in the box, 276 00:12:36,014 --> 00:12:39,134 like the Nintendo that we all grew up with. 277 00:12:39,134 --> 00:12:40,470 That's where I want to create. 278 00:12:40,470 --> 00:12:41,675 - 'Cause we grew up playing these games 279 00:12:41,675 --> 00:12:44,359 and remember how much we love them, and we still love them, 280 00:12:44,359 --> 00:12:47,074 and we want to feel like we're part of it 281 00:12:47,074 --> 00:12:49,383 in a really intimate way by actually making a game 282 00:12:49,383 --> 00:12:51,963 for the system we loved so much. 283 00:12:51,963 --> 00:12:53,915 - Okay, if we're going to go to the work 284 00:12:53,915 --> 00:12:56,568 of putting it on the actual system, 285 00:12:56,568 --> 00:13:01,128 there needs to be a reason to do it more than nostalgia. 286 00:13:01,128 --> 00:13:02,823 So there are homebrewers that are doing this, 287 00:13:02,823 --> 00:13:06,990 but is anybody doing it for a larger artistic purpose, 288 00:13:07,923 --> 00:13:09,722 just than because they grew up on that system, 289 00:13:09,722 --> 00:13:11,163 and they loved it? 290 00:13:11,163 --> 00:13:13,535 - There's something to be said about the preservation 291 00:13:13,535 --> 00:13:16,210 of the art of creating these games 292 00:13:16,210 --> 00:13:17,501 that's going to be lost. 293 00:13:17,501 --> 00:13:19,316 We might always have the game, 294 00:13:19,316 --> 00:13:22,874 but we're gonna lose the art of how that game is made. 295 00:13:22,874 --> 00:13:25,880 - I read an article recently where they were discussing, 296 00:13:25,880 --> 00:13:29,212 like, as how do companies preserve 297 00:13:29,212 --> 00:13:30,740 their development history. 298 00:13:30,740 --> 00:13:31,820 And a lot of companies don't. 299 00:13:31,820 --> 00:13:33,148 They throw it all away. 300 00:13:33,148 --> 00:13:36,524 And people may forget, like, how these games were made. 301 00:13:36,524 --> 00:13:39,988 So the homebrew scene kind of reignites that interest 302 00:13:39,988 --> 00:13:41,668 in how these games were made. 303 00:13:41,668 --> 00:13:43,216 Inside of a humble storage unit 304 00:13:43,216 --> 00:13:46,377 in suburban Texas was the home of Piko Interactive, 305 00:13:46,377 --> 00:13:48,504 an independent game studio that specialized 306 00:13:48,504 --> 00:13:52,049 in post-market development for consoles like the NES. 307 00:13:52,049 --> 00:13:56,216 - I was born in a really small region in North Mexico. 308 00:13:58,188 --> 00:14:02,355 Mexico is a very religious country, extremely religious. 309 00:14:03,425 --> 00:14:05,057 Everything was satanic. 310 00:14:05,057 --> 00:14:06,996 You know, oh, Spider-Man, satanic. 311 00:14:06,996 --> 00:14:08,097 Mickey Mouse, satanic. 312 00:14:08,097 --> 00:14:08,930 It was the devil. 313 00:14:08,930 --> 00:14:10,396 And you can see the horns, you know, 314 00:14:10,396 --> 00:14:11,527 all that crazy stuff. 315 00:14:11,527 --> 00:14:14,145 My parents got into a state where, you know, 316 00:14:14,145 --> 00:14:18,554 Zelda, it's a satanic game, and you cannot play it. 317 00:14:18,554 --> 00:14:22,721 And that led into me being banned from playing video games 318 00:14:23,828 --> 00:14:26,026 for like five, six years. 319 00:14:26,026 --> 00:14:27,297 And maybe being banned 320 00:14:27,297 --> 00:14:29,036 from playing those games all those years led him 321 00:14:29,036 --> 00:14:32,657 to what he did now, which was saving lost games. 322 00:14:32,657 --> 00:14:34,577 - There are other games that were developed back 323 00:14:34,577 --> 00:14:37,344 in Nintendo's lifetime, back in the '80s and '90s, 324 00:14:37,344 --> 00:14:38,507 that were canceled, 325 00:14:38,507 --> 00:14:41,726 and they were never commercially released, officially. 326 00:14:41,726 --> 00:14:45,275 So what we do is we find the IP owners, 327 00:14:45,275 --> 00:14:48,686 intellectual property owners, of those games 328 00:14:48,686 --> 00:14:51,907 and then acquire the rights to finally publish them. 329 00:14:51,907 --> 00:14:54,536 There are some games out there, really good games, 330 00:14:54,536 --> 00:14:57,856 that they should have been released. 331 00:14:57,856 --> 00:15:00,755 If we don't look for them, they're gonna be lost forever, 332 00:15:00,755 --> 00:15:03,576 and they're not gonna be able to be appreciated. 333 00:15:03,576 --> 00:15:05,456 Piko Interactive wasn't the only company 334 00:15:05,456 --> 00:15:09,539 developing new NES games with altruistic motives. 335 00:15:10,406 --> 00:15:13,627 - So we released Germ Squashers, this past January, 336 00:15:13,627 --> 00:15:16,406 and raised $5,000 the first month alone 337 00:15:16,406 --> 00:15:17,907 for the Children's Hospital of Pittsburgh. 338 00:15:17,907 --> 00:15:19,016 - And one of the stories that I heard was 339 00:15:19,016 --> 00:15:22,075 about a child who had special needs. 340 00:15:22,075 --> 00:15:25,075 He needs to get injections routinely 341 00:15:28,578 --> 00:15:29,777 because of his disability. 342 00:15:29,777 --> 00:15:31,402 And he was terrified of them. 343 00:15:31,402 --> 00:15:33,769 He was a big fan of old games and stuff. 344 00:15:33,769 --> 00:15:35,509 And he saw Germ Squashers, 345 00:15:35,509 --> 00:15:39,469 and the next time he had to go in for an injection, 346 00:15:39,469 --> 00:15:41,433 he was like all excited, 347 00:15:41,433 --> 00:15:43,081 'cause he had to go get his Germ Squasher, 348 00:15:43,081 --> 00:15:45,872 'cause that's what they used to fight the germs in the game, 349 00:15:45,872 --> 00:15:47,611 which was kind of the idea behind the game, 350 00:15:47,611 --> 00:15:50,114 was to help kids sort of cope 351 00:15:50,114 --> 00:15:52,155 with the idea of having, to get injections 352 00:15:52,155 --> 00:15:56,147 to treat certain illnesses or disabilities. 353 00:15:56,147 --> 00:15:58,592 - So back in the '80s, it took a very specific type 354 00:15:58,592 --> 00:15:59,989 of person to make a game. 355 00:15:59,989 --> 00:16:02,509 They were your mathematicians and engineers. 356 00:16:02,509 --> 00:16:05,269 Today, virtually anybody can make a game, 357 00:16:05,269 --> 00:16:07,593 and because of that, the reasons 358 00:16:07,593 --> 00:16:09,093 for making games have changed. 359 00:16:09,093 --> 00:16:12,181 Anybody who has something they want to share, 360 00:16:12,181 --> 00:16:13,893 they can do that through gaming. 361 00:16:13,893 --> 00:16:15,572 Reasons for creating games had evolved 362 00:16:15,572 --> 00:16:16,877 over the last 30 years. 363 00:16:16,877 --> 00:16:20,829 Take Rachel, college professor and NES homebrew developer. 364 00:16:20,829 --> 00:16:24,005 - When we were younger, we probably weren't thinking 365 00:16:24,005 --> 00:16:27,688 that hard about , about games, in terms of, like, 366 00:16:27,688 --> 00:16:30,646 is this problematic, or is there a little issue with it, 367 00:16:30,646 --> 00:16:33,588 or does this align with my personal values? 368 00:16:33,588 --> 00:16:36,124 Like, I don't think maybe we were always thinking 369 00:16:36,124 --> 00:16:39,076 about that when we were, you know, seven or eight years old. 370 00:16:39,076 --> 00:16:41,164 You know, at the time, I saw the NES as very much 371 00:16:41,164 --> 00:16:42,304 like a boy's toy. 372 00:16:42,304 --> 00:16:44,884 What are, like, the really girly 373 00:16:44,884 --> 00:16:46,648 You've got Barbie. 374 00:16:46,648 --> 00:16:48,593 You've got Dance Aerobics. 375 00:16:48,593 --> 00:16:52,152 And maybe you can say the Little Mermaid, as well. 376 00:16:52,152 --> 00:16:53,904 I think that just about does it. 377 00:16:53,904 --> 00:16:57,324 That's out of a library of 700-plus games. 378 00:16:57,324 --> 00:16:58,464 And not only was Rachel one 379 00:16:58,464 --> 00:17:00,520 of the only female NES programmers I know 380 00:17:00,520 --> 00:17:02,318 to have ever existed, her reasons 381 00:17:02,318 --> 00:17:06,220 for creating NES games went beyond simple entertainment. 382 00:17:06,220 --> 00:17:07,556 - I like showing these works 383 00:17:07,556 --> 00:17:10,840 in sort of, I guess, atypical setups, 384 00:17:10,840 --> 00:17:14,889 maybe in gallery spaces, or I've done a lot of art shows 385 00:17:14,889 --> 00:17:16,023 and things like that. 386 00:17:16,023 --> 00:17:19,308 We can think of the NES game as, not just a game, 387 00:17:19,308 --> 00:17:21,200 but also a cultural artifact. 388 00:17:21,200 --> 00:17:24,604 Take all these sort of artifacts and aesthetic language 389 00:17:24,604 --> 00:17:27,648 from the '80s and '90s that are really associated 390 00:17:27,648 --> 00:17:31,352 with ultra-femininity and then put them on the NES. 391 00:17:31,352 --> 00:17:34,712 And I think when you see those things in stark contrast, 392 00:17:34,712 --> 00:17:37,589 we see how unusual they are together. 393 00:17:37,589 --> 00:17:40,040 You do start asking questions like, "Oh yeah, that is weird. 394 00:17:40,040 --> 00:17:42,904 "I never noticed that video game nostalgia 395 00:17:42,904 --> 00:17:46,500 "and retro game culture doesn't pick up 396 00:17:46,500 --> 00:17:49,674 "on also other '80s and '90s retro stuff 397 00:17:49,674 --> 00:17:52,442 "that was maybe more targeted to girls." 398 00:17:52,442 --> 00:17:54,017 Of course, there were also homebrew developers 399 00:17:54,017 --> 00:17:58,397 whose motivations ran much more parallel to my own. 400 00:17:58,397 --> 00:17:59,417 - Back when I was young, 401 00:17:59,417 --> 00:18:01,756 I definitely liked the Mega Man games a whole lot. 402 00:18:01,756 --> 00:18:04,809 I drew a couple of robot ideas on paper 403 00:18:04,809 --> 00:18:06,505 with colored pencils and pen. 404 00:18:06,505 --> 00:18:09,773 And then I submitted the ideas to Nintendo America. 405 00:18:09,773 --> 00:18:12,078 I'm not very good of an artist, but I thought, 406 00:18:12,078 --> 00:18:14,809 "Well, maybe they can see the conceptual ideas of these." 407 00:18:14,809 --> 00:18:16,154 Nintendo actually looked at it. 408 00:18:16,154 --> 00:18:18,513 They're like, "Oh yeah, thank you for these ideas, 409 00:18:18,513 --> 00:18:19,609 "but no, thank you." 410 00:18:19,609 --> 00:18:21,090 And then they sent them back to me. 411 00:18:21,090 --> 00:18:23,244 - As a storytelling medium, which games have become, 412 00:18:23,244 --> 00:18:24,971 you know, why was this a story that you felt 413 00:18:24,971 --> 00:18:26,579 that you wanted to tell? 414 00:18:26,579 --> 00:18:28,919 - It's just a story about the little guy 415 00:18:28,919 --> 00:18:32,711 is conquering the big guy, so to speak. 416 00:18:32,711 --> 00:18:33,881 - The other thing that I'm wondering, 417 00:18:33,881 --> 00:18:35,367 and this might be a little late in the game 418 00:18:35,367 --> 00:18:39,087 to bring this up, but is just developing 419 00:18:39,087 --> 00:18:42,867 for a console like this, is it even legal? 420 00:18:44,044 --> 00:18:48,438 I mean, if we were developing for Apple or a modern console, 421 00:18:48,438 --> 00:18:51,481 we'd need to have permission and be licensed as-- 422 00:18:51,481 --> 00:18:53,107 Maybe I should ask my attorney that , 423 00:18:53,107 --> 00:18:55,791 before we make an assumption. 424 00:18:55,791 --> 00:18:58,302 And what's funny is even my attorney had a personal anecdote 425 00:18:58,302 --> 00:18:59,382 about the NES. 426 00:18:59,382 --> 00:19:01,173 - My son grew up on this system. 427 00:19:01,173 --> 00:19:04,461 And every day, we'd play Ninja Turtles for hours on end. 428 00:19:04,461 --> 00:19:05,730 That was our ritual. 429 00:19:05,730 --> 00:19:07,521 That was our bonding experience. 430 00:19:07,521 --> 00:19:10,489 When we talked about the game, even at that age, 431 00:19:10,489 --> 00:19:13,641 five, six years old, it was in the context 432 00:19:13,641 --> 00:19:16,038 of how do you make this, how did this thing work, 433 00:19:16,038 --> 00:19:17,793 who designed it and so forth. 434 00:19:17,793 --> 00:19:19,941 And by high school, he was programming. 435 00:19:19,941 --> 00:19:22,565 Today, he's the lead software engineer at Blue Origin 436 00:19:22,565 --> 00:19:25,400 for the BE-3 rocket engine. 437 00:19:25,400 --> 00:19:27,889 - So an interest in the NES led 438 00:19:27,889 --> 00:19:30,169 to your son's future profession, 439 00:19:30,169 --> 00:19:31,473 literally a rocket scientist. - Now he's a rocket, 440 00:19:31,473 --> 00:19:33,233 literally, he's a rocket scientist. 441 00:19:33,233 --> 00:19:36,893 - This post-market development team, is this legal? 442 00:19:36,893 --> 00:19:39,161 Is this something that's acceptable? 443 00:19:39,161 --> 00:19:41,665 - Patent law seems to be not an issue at this point, 444 00:19:41,665 --> 00:19:43,961 because the hardware patents have expired. 445 00:19:43,961 --> 00:19:45,429 But you still have trademark. 446 00:19:45,429 --> 00:19:47,125 You still have copyright issues. 447 00:19:47,125 --> 00:19:48,533 You could have trade secret issues. 448 00:19:48,533 --> 00:19:50,921 So any of those could be a factor in any of this. 449 00:19:50,921 --> 00:19:53,586 - Personal opinion, I mean, is this, 450 00:19:53,586 --> 00:19:55,705 should we pursue this? 451 00:19:55,705 --> 00:19:56,885 Should we do this? 452 00:19:56,885 --> 00:20:00,560 - Personally, it's a great, great, great idea. 453 00:20:00,560 --> 00:20:03,037 Please understand Nintendo is notorious 454 00:20:03,037 --> 00:20:04,881 for going after fan projects. 455 00:20:04,881 --> 00:20:06,861 So tread very, very lightly. 456 00:20:08,571 --> 00:20:09,561 It was true. 457 00:20:09,561 --> 00:20:11,523 We even had friends whose fan projects had been victims 458 00:20:11,523 --> 00:20:14,813 of Nintendo's infamous cease-and-desist order. 459 00:20:14,813 --> 00:20:15,845 Even though we were dealing 460 00:20:15,845 --> 00:20:17,165 with our own intellectual property, 461 00:20:17,165 --> 00:20:20,001 the threat sort of loomed like an ominous shadow. 462 00:20:20,001 --> 00:20:21,740 But even besides potential entanglements 463 00:20:21,740 --> 00:20:23,703 with Nintendo's legal department, 464 00:20:23,703 --> 00:20:24,833 there were pragmatic problems 465 00:20:24,833 --> 00:20:27,750 with bringing this project to life. 466 00:20:32,633 --> 00:20:34,805 - You know, I was thinking, 467 00:20:34,805 --> 00:20:36,305 there's a reason the game companies 468 00:20:36,305 --> 00:20:39,905 stopped manufacturing these things. 469 00:20:39,905 --> 00:20:41,360 Assuming we sell more than 10, 470 00:20:41,360 --> 00:20:43,475 we're gonna have to get these mass produced. 471 00:20:43,475 --> 00:20:46,805 We're gonna have to get them, like, injection-molded, 472 00:20:46,805 --> 00:20:50,416 print the labels, ship whatever this weighs. 473 00:20:50,416 --> 00:20:51,585 That's not gonna be cheap. 474 00:20:51,585 --> 00:20:55,126 We might want to start thinking about crowdfunding. 475 00:20:55,126 --> 00:20:57,557 - So to raise funds, we turned to Kickstarter, 476 00:20:57,557 --> 00:20:58,543 and we set out on a quest 477 00:20:58,543 --> 00:21:01,621 to find other like-minded, eight-bit-loving miscreants. 478 00:21:03,214 --> 00:21:04,629 My first reconnaissance mission was 479 00:21:04,629 --> 00:21:08,033 to The Strong Museum of Play, in Rochester, New York. 480 00:21:08,033 --> 00:21:10,509 They had a complete installation devoted solely 481 00:21:10,509 --> 00:21:11,949 to the 30th anniversary 482 00:21:11,949 --> 00:21:14,093 of the Nintendo Entertainment System. 483 00:21:14,093 --> 00:21:16,073 I was invited down to the archives in the basement. 484 00:21:16,073 --> 00:21:17,977 Now the best way I could describe this place 485 00:21:17,977 --> 00:21:19,809 is the gamer's equivalent of the warehouse 486 00:21:19,809 --> 00:21:22,214 at the end of Raiders of the Lost Ark, you know, 487 00:21:22,214 --> 00:21:24,942 antiques and rarities stretching out as far as you could see 488 00:21:24,942 --> 00:21:27,778 in every direction, prototypes and unreleased games, 489 00:21:27,778 --> 00:21:31,278 all collected in the name of preservation. 490 00:21:32,566 --> 00:21:35,802 So do you think, I mean, as a curator for a museum 491 00:21:35,802 --> 00:21:38,035 that collects these relics of video games 492 00:21:38,035 --> 00:21:39,679 and things like that, do you think there's value 493 00:21:39,679 --> 00:21:41,929 in post 494 00:21:42,823 --> 00:21:44,716 Is that something you're interested in preserving? 495 00:21:44,716 --> 00:21:46,704 Is that worth preserving? 496 00:21:46,704 --> 00:21:48,123 - Yeah, if you're telling the long history 497 00:21:48,123 --> 00:21:49,323 of something like the NES, 498 00:21:49,323 --> 00:21:51,575 there are really two things I think you're going for 499 00:21:51,575 --> 00:21:53,419 when you're collecting as a museum. 500 00:21:53,419 --> 00:21:55,999 One are things that tell you something 501 00:21:55,999 --> 00:21:57,676 about how it developed. 502 00:21:57,676 --> 00:21:59,567 It could be key milestones in the system. 503 00:21:59,567 --> 00:22:02,100 It could be every game they created for it. 504 00:22:02,100 --> 00:22:04,247 But then you also want to get at its impact 505 00:22:04,247 --> 00:22:07,170 on human experience and personal lives. 506 00:22:07,170 --> 00:22:10,399 The fact that someone is creating a game, 30 years later, 507 00:22:10,399 --> 00:22:13,075 for a system that's not longer being sold tells you 508 00:22:13,075 --> 00:22:17,242 how important this game system was in the first place. 509 00:22:19,041 --> 00:22:20,859 Meanwhile, Austin traveled to the West Coast 510 00:22:20,859 --> 00:22:22,749 to visit our friends at IGN. 511 00:22:22,749 --> 00:22:24,339 Now you could tell by the studio's decor 512 00:22:24,339 --> 00:22:26,588 that they appreciated both the modern games 513 00:22:26,588 --> 00:22:29,771 and the retro experiences equally. 514 00:22:29,771 --> 00:22:30,911 - These are our living history. 515 00:22:30,911 --> 00:22:32,199 It's part of our heritage. 516 00:22:32,199 --> 00:22:34,746 We don't stop playing instruments just 517 00:22:34,746 --> 00:22:36,421 because something comes along that's more sophisticated. 518 00:22:36,421 --> 00:22:38,617 People didn't stop playing acoustic guitars, 519 00:22:38,617 --> 00:22:40,196 because electric guitars were invented. 520 00:22:40,196 --> 00:22:41,768 We have more sophisticated hardware, 521 00:22:41,768 --> 00:22:45,935 bur more sophisticated does not necessarily mean better. 522 00:22:48,756 --> 00:22:51,212 A quick internet search for Nintendo Homebrew led us 523 00:22:51,212 --> 00:22:52,544 to a site called Nintendo Age, 524 00:22:52,544 --> 00:22:55,840 which seems specifically devoted to that culture. 525 00:22:55,840 --> 00:22:58,028 - Well, the homebrew scene wasn't really 526 00:22:58,028 --> 00:22:59,812 the original intention of Nintendo Age. 527 00:22:59,812 --> 00:23:01,652 It was just sort of something that just happened. 528 00:23:01,652 --> 00:23:03,956 People came to our site, because they saw 529 00:23:03,956 --> 00:23:06,010 that homebrews were listed in the database. 530 00:23:06,010 --> 00:23:07,360 - See, this is what I find fascinating. 531 00:23:07,360 --> 00:23:08,620 I would always think that the reason 532 00:23:08,620 --> 00:23:10,473 that people would come to Nintendo Age is, 533 00:23:10,473 --> 00:23:11,983 me and you would go there, because nostalgia. 534 00:23:11,983 --> 00:23:14,024 We want to see games that we're familiar with. 535 00:23:14,024 --> 00:23:16,364 But we're saying that there's a level of verisimilitude. 536 00:23:16,364 --> 00:23:18,592 Like, they're looking for an NES experience 537 00:23:18,592 --> 00:23:20,245 that they've never had before. 538 00:23:20,245 --> 00:23:21,078 - Make no mistake about it. 539 00:23:21,078 --> 00:23:22,833 This is a brand new market 540 00:23:22,833 --> 00:23:24,376 for a very old system. 541 00:23:28,584 --> 00:23:29,714 While Austin was in California, 542 00:23:29,714 --> 00:23:32,567 he checked out GDC, the Game Developer's Conference. 543 00:23:32,567 --> 00:23:33,801 This is where all the major players 544 00:23:33,801 --> 00:23:35,798 in modern game development showed off all their latest 545 00:23:35,798 --> 00:23:38,016 and greatest tools and toys, and a lot 546 00:23:38,016 --> 00:23:40,126 of the experiences didn't even resemble video games 547 00:23:40,126 --> 00:23:42,364 by 1988 standards. 548 00:23:42,364 --> 00:23:43,430 Yet, right in the middle 549 00:23:43,430 --> 00:23:46,146 of all these technological monstrosities, 550 00:23:46,146 --> 00:23:49,478 was Independent Game of the Year, Shovel Knight. 551 00:23:49,478 --> 00:23:51,966 That year's Independent Game of the Year was a throwback 552 00:23:51,966 --> 00:23:53,570 to the eight-bit era of gaming. 553 00:23:53,570 --> 00:23:56,266 - The love for NES games is why we did 554 00:23:56,266 --> 00:23:58,353 the whole Shovel Knight project in the first place. 555 00:23:58,353 --> 00:24:00,922 Everything from Shovel Knight just started with the seed 556 00:24:00,922 --> 00:24:03,365 of an idea to do something that was similar 557 00:24:03,365 --> 00:24:06,057 to all the NES games that we knew and loved as kids. 558 00:24:06,057 --> 00:24:07,734 With the eight-bit aesthetic, we weren't sure if 559 00:24:07,734 --> 00:24:09,244 that's something that people were gonna like, 560 00:24:09,244 --> 00:24:11,154 or if that's something that could be popular. 561 00:24:11,154 --> 00:24:13,073 When we went to PAX, and people played it, 562 00:24:13,073 --> 00:24:14,464 when they played the King Knight demo, 563 00:24:14,464 --> 00:24:16,322 we knew that people were excited about it. 564 00:24:16,322 --> 00:24:18,314 It means that the style is enduring, 565 00:24:18,314 --> 00:24:19,622 that pixel art is a thing 566 00:24:19,622 --> 00:24:22,334 that wasn't just something from the past, 567 00:24:22,334 --> 00:24:25,167 that it continues into the future. 568 00:24:26,547 --> 00:24:29,042 So one thing we had going for us was there did seem 569 00:24:29,042 --> 00:24:31,306 to be a love for that eight-bit aesthetic, 570 00:24:31,306 --> 00:24:32,761 which isn't really surprising. 571 00:24:32,761 --> 00:24:35,111 I mean, retro culture, in general, 572 00:24:35,111 --> 00:24:37,934 was seeing a big resurgence in popularity. 573 00:24:37,934 --> 00:24:38,910 Compare it to vinyl. 574 00:24:38,910 --> 00:24:40,870 Record stores were thriving again. 575 00:24:40,870 --> 00:24:42,970 People were more than willing to look past the drawbacks 576 00:24:42,970 --> 00:24:45,522 of the obsolete technology for the gratification, 577 00:24:45,522 --> 00:24:48,279 that tactile experience, that physical medium. 578 00:24:48,279 --> 00:24:49,750 But the problem was we weren't just talking 579 00:24:49,750 --> 00:24:51,985 about a pixel art aesthetic like Shovel Knight. 580 00:24:51,985 --> 00:24:54,730 There's a huge difference between making a NES-stylized game 581 00:24:54,730 --> 00:24:56,888 and one that will run on the actual hardware. 582 00:24:56,888 --> 00:24:58,832 Let's first start by defining eight-bit. 583 00:24:58,832 --> 00:25:01,140 A lot of people think it has to do with the graphics, 584 00:25:01,140 --> 00:25:03,032 but it's actually about the processing. 585 00:25:03,032 --> 00:25:03,948 But what is a bit? 586 00:25:03,948 --> 00:25:06,540 It's the smallest unit of data for a computer. 587 00:25:06,540 --> 00:25:09,168 Essentially, it's a switch that can either be on or off, 588 00:25:09,168 --> 00:25:11,748 one or zero, and it's this state that tells the computer 589 00:25:11,748 --> 00:25:14,056 how to proceed with the program. 590 00:25:14,056 --> 00:25:17,798 A simple non-technological proxy might be a coin flip. 591 00:25:17,798 --> 00:25:19,333 Heads, we have chicken for dinner. 592 00:25:19,333 --> 00:25:20,748 Tails, we have steak for dinner. 593 00:25:20,748 --> 00:25:22,304 That's one coin flip, one switch, 594 00:25:22,304 --> 00:25:25,274 one bit where there are two possible outcomes. 595 00:25:25,274 --> 00:25:26,594 What if we had two bits? 596 00:25:26,594 --> 00:25:27,782 What if we had two coins? 597 00:25:27,782 --> 00:25:29,836 We could have heads-heads, heads-tails, 598 00:25:29,836 --> 00:25:33,124 tails-heads or tails-tails, four possible outcomes. 599 00:25:33,124 --> 00:25:35,176 With eight bits, with eight coins to flip, 600 00:25:35,176 --> 00:25:38,236 there are 256 possible outcomes. 601 00:25:38,236 --> 00:25:39,964 So essentially an eight-bit processor is one 602 00:25:39,964 --> 00:25:43,308 that's only able to process eight bits of data at one time. 603 00:25:43,308 --> 00:25:45,124 How does that stack up to today's computers? 604 00:25:45,124 --> 00:25:48,932 Well, even the processor found in your cell phone is 64-bit. 605 00:25:48,932 --> 00:25:50,515 A 64-bit machine can transfer 606 00:25:50,515 --> 00:25:53,367 18 quintillion bits at one time. 607 00:25:53,367 --> 00:25:54,806 Now this is an oversimplification, 608 00:25:54,806 --> 00:25:58,555 but in coin flip terms, a modern computer can decide 609 00:25:58,555 --> 00:26:00,911 what to have for dinner, what show to watch, 610 00:26:00,911 --> 00:26:02,787 what color to paint the walls 611 00:26:02,787 --> 00:26:05,424 and then read the entire Lord of the Rings trilogy, 612 00:26:05,424 --> 00:26:07,915 word-by-word, over a billion times, 613 00:26:07,915 --> 00:26:09,283 while the NES is still trying 614 00:26:09,283 --> 00:26:12,387 to decide whether we should have chicken or steak. 615 00:26:12,387 --> 00:26:16,361 Is there any compelling reason why we should try 616 00:26:16,361 --> 00:26:20,125 and make a game actually playable on the system hardware 617 00:26:20,125 --> 00:26:22,313 when it would be so much easier to make the same exact game 618 00:26:22,313 --> 00:26:24,747 in every way in a much shorter amount of time 619 00:26:24,747 --> 00:26:27,463 for a modern system, a computer, an iPhone, whatever. 620 00:26:27,463 --> 00:26:30,648 - Sure, you know, when you develop a game for the NES, 621 00:26:30,648 --> 00:26:34,011 you have just added to the history, to the legacy 622 00:26:34,011 --> 00:26:36,839 of the various lineages that came from the NES. 623 00:26:36,839 --> 00:26:41,447 Let's take, like, the Mega Man series or Castlevania series. 624 00:26:41,447 --> 00:26:42,551 You know, you've got Mario. 625 00:26:42,551 --> 00:26:43,384 Final Fantasy. 626 00:26:43,384 --> 00:26:44,979 - Final Fantasy. - You've got 627 00:26:44,979 --> 00:26:45,856 Zelda. - Metroid. 628 00:26:45,856 --> 00:26:47,800 - Metroid. - Yeah, it goes on and on. 629 00:26:47,800 --> 00:26:49,540 I mean, if you develop for the NES, 630 00:26:49,540 --> 00:26:51,460 you've created an artifact. 631 00:26:51,460 --> 00:26:54,896 You've now become part of a catalog 632 00:26:54,896 --> 00:26:57,400 that has such a rich legacy. 633 00:26:57,400 --> 00:26:58,420 Legacy, sure, 634 00:26:58,420 --> 00:27:01,564 but maybe there was a reason we left it in the past. 635 00:27:01,564 --> 00:27:04,143 - Section Z. 636 00:27:10,696 --> 00:27:13,291 - Are we looking at this through rose-colored glasses, 637 00:27:13,291 --> 00:27:16,104 you think ? 638 00:27:16,104 --> 00:27:17,483 Is this the gameplay experience 639 00:27:17,483 --> 00:27:20,288 that we want to recapture ? 640 00:27:20,288 --> 00:27:22,028 Maybe an even more relevant criticism came 641 00:27:22,028 --> 00:27:25,337 from the Fine Brothers Teens React series of videos 642 00:27:25,337 --> 00:27:27,295 where teenagers, including someone who may be familiar 643 00:27:27,295 --> 00:27:28,995 to Game of Thrones fans reacted 644 00:27:28,995 --> 00:27:31,215 to playing the Nintendo for the first time. 645 00:27:31,215 --> 00:27:32,851 You are reacting to this. 646 00:27:32,851 --> 00:27:35,011 - Is that, uh, hold up, let me. 647 00:27:35,011 --> 00:27:36,636 Audio, video, is this a projector? 648 00:27:39,428 --> 00:27:41,548 -- 649 00:27:42,748 --> 00:27:44,268 - This is old-school stuff right here. 650 00:27:44,268 --> 00:27:46,478 - This is sad that, like, I know what this is, 651 00:27:46,478 --> 00:27:48,689 but I've never, like, seen one in real life. 652 00:27:48,689 --> 00:27:49,798 - Looks like a brick. 653 00:27:49,798 --> 00:27:51,287 - From like 1920. 654 00:27:51,287 --> 00:27:53,699 You are going to be playing Super Mario Bros. 655 00:27:53,699 --> 00:27:54,688 - Yes! 656 00:27:54,688 --> 00:27:56,308 ? 657 00:27:56,308 --> 00:27:57,708 It's like as big as my face. 658 00:27:57,708 --> 00:27:59,609 Go ahead and put it in. 659 00:27:59,609 --> 00:28:00,757 - Don't judge me. 660 00:28:00,757 --> 00:28:02,067 - Okay. 661 00:28:04,236 --> 00:28:05,069 - Um... 662 00:28:06,657 --> 00:28:08,633 It's kind of a bit, oh, oh. 663 00:28:10,241 --> 00:28:11,074 Power? 664 00:28:13,097 --> 00:28:13,937 Okay. 665 00:28:13,937 --> 00:28:15,465 - Power. 666 00:28:16,298 --> 00:28:17,930 - Let's go! - Bomb! 667 00:28:17,930 --> 00:28:19,541 Is it working, though? 668 00:28:19,541 --> 00:28:20,374 - No. 669 00:28:20,374 --> 00:28:21,207 - I did it. 670 00:28:21,207 --> 00:28:22,781 That was so, wait, no? 671 00:28:22,781 --> 00:28:24,329 I did it, no, yes? 672 00:28:24,329 --> 00:28:25,341 Did I do it wrong? 673 00:28:25,341 --> 00:28:26,792 - Yay, um, no. 674 00:28:26,792 --> 00:28:28,821 Yeah, it's like flashing . 675 00:28:28,821 --> 00:28:29,704 - I make fun of my dad 676 00:28:29,704 --> 00:28:31,472 of, like, not knowing how to use stuff. 677 00:28:31,472 --> 00:28:32,453 People tried lots of things 678 00:28:32,453 --> 00:28:33,693 to try to get the games to work. 679 00:28:33,693 --> 00:28:36,491 And the most popular of which was taking the game back out 680 00:28:36,491 --> 00:28:37,902 and then blowing on it. 681 00:28:37,902 --> 00:28:39,853 - Oh! - And then putting it back in. 682 00:28:47,354 --> 00:28:48,731 - Oh, nope, I don't want to, I'm scared. 683 00:28:48,731 --> 00:28:51,272 Okay , it's happening , okay. 684 00:28:52,220 --> 00:28:53,490 ♪ Ding ding ♪ 685 00:28:56,610 --> 00:28:58,318 - I love this game. 686 00:28:58,318 --> 00:29:00,109 - I feel like I'm in Wreck-It Ralph. 687 00:29:00,109 --> 00:29:01,689 - This controller sucks. 688 00:29:01,689 --> 00:29:04,285 This is the least comfortable controller ever. 689 00:29:04,285 --> 00:29:06,549 Oh ! 690 00:29:06,549 --> 00:29:09,960 - Oh dammit, dude, I already died! 691 00:29:09,960 --> 00:29:12,770 . 692 00:29:12,770 --> 00:29:14,940 - I literally died first time. 693 00:29:14,940 --> 00:29:16,101 That was so poor. 694 00:29:16,101 --> 00:29:17,872 So would you say this is better or worse 695 00:29:17,872 --> 00:29:19,202 than consoles of today? 696 00:29:19,202 --> 00:29:20,373 - Worse. 697 00:29:20,373 --> 00:29:21,728 - Worse - Worse. 698 00:29:21,728 --> 00:29:24,150 - There's, like, problems with just freaking 699 00:29:24,150 --> 00:29:25,889 starting this up, and you still want to tell me 700 00:29:25,889 --> 00:29:30,260 that a 1080p Xbox One is worse than this game. 701 00:29:30,260 --> 00:29:31,318 Get out of here. 702 00:29:31,318 --> 00:29:33,198 - I mean, it's kind of outdated now. 703 00:29:33,198 --> 00:29:37,365 So I mean, got to let go of the past here and move on. 704 00:29:40,353 --> 00:29:42,103 I think he was right. 705 00:29:43,817 --> 00:29:47,073 Maybe my fascination with this project only served 706 00:29:47,073 --> 00:29:50,117 to prove how old and out-of-touch I've become. 707 00:29:50,117 --> 00:29:52,773 But millions of people tuned in 708 00:29:52,773 --> 00:29:55,861 to watch the kids react to the NES video. 709 00:29:55,861 --> 00:29:58,097 It means it had to have relevance to somebody. 710 00:29:58,097 --> 00:29:59,881 - My name's Matt Barker, and I run a group 711 00:29:59,881 --> 00:30:02,234 called the First United Church of Nintendo. 712 00:30:05,548 --> 00:30:09,805 We're roughly at about, I think, 1,200 members already. 713 00:30:09,805 --> 00:30:11,258 I have people all over the world 714 00:30:11,258 --> 00:30:13,825 that follow me on Facebook and Instagram. 715 00:30:13,825 --> 00:30:16,214 I like to meet everybody's families. 716 00:30:16,214 --> 00:30:18,168 I do fundraisers for the community 717 00:30:18,168 --> 00:30:20,507 and things like that as well. 718 00:30:20,507 --> 00:30:21,525 Redefining what it meant 719 00:30:21,525 --> 00:30:23,772 to be devoted to this gaming console, 720 00:30:23,772 --> 00:30:26,713 Matt had applied for official religious status 721 00:30:26,713 --> 00:30:29,053 for the First United Church of Nintendo. 722 00:30:29,053 --> 00:30:30,614 - I think what Church does here 723 00:30:30,614 --> 00:30:33,516 with people is it gives everybody a spot to come meet, 724 00:30:33,516 --> 00:30:36,895 talk, amongst people with similar interests. 725 00:30:36,895 --> 00:30:40,225 It's basically memories, creating new ones, 726 00:30:40,225 --> 00:30:42,054 reliving some old ones, 727 00:30:42,054 --> 00:30:43,065 knowing that we don't have 728 00:30:43,065 --> 00:30:44,847 like a, quote-unquote, higher being, 729 00:30:44,847 --> 00:30:48,277 but it's about, more or less, just about being together. 730 00:30:48,277 --> 00:30:50,957 So a fair hypothesis was in order to find the people 731 00:30:50,957 --> 00:30:52,967 that would be interested in this culture, I just had 732 00:30:52,967 --> 00:30:55,346 to go to where the nerds were gathered together. 733 00:31:06,557 --> 00:31:07,390 Except... 734 00:31:12,168 --> 00:31:13,080 I didn't know there were 735 00:31:13,080 --> 00:31:14,792 any new NES games. - Do they still make new 736 00:31:14,792 --> 00:31:16,212 NES games? 737 00:31:18,210 --> 00:31:21,351 I don't know any new NES games. 738 00:31:21,351 --> 00:31:22,184 - Oh. 739 00:31:25,421 --> 00:31:26,254 - I don't know. 740 00:31:27,448 --> 00:31:28,448 Yup. 741 00:31:30,579 --> 00:31:31,412 - I don't know. 742 00:31:31,412 --> 00:31:32,718 - I didn't know they were still making them. 743 00:31:34,475 --> 00:31:36,064 I didn't know they actually still made them. 744 00:31:36,064 --> 00:31:37,705 So here at Dragon Con, we had one 745 00:31:37,705 --> 00:31:40,214 of the biggest mass gatherings of nerds in the country. 746 00:31:40,214 --> 00:31:42,105 People were unapologetically nerdy, 747 00:31:42,105 --> 00:31:44,585 that loved the NES, and yet not a single one 748 00:31:44,585 --> 00:31:47,563 of them could name a post-market developed NES game. 749 00:31:47,563 --> 00:31:51,235 That did not bode well for our ambitions for this project. 750 00:31:51,235 --> 00:31:54,493 Good idea or not, we crossed the threshold. 751 00:31:54,493 --> 00:31:56,009 It was too late to turn back now. 752 00:31:57,445 --> 00:32:01,612 - So what stands between us, where we are here, day one, 753 00:32:03,037 --> 00:32:04,704 and a finished game? 754 00:32:05,557 --> 00:32:06,567 What do we need to accomplish? 755 00:32:06,567 --> 00:32:09,235 - Well, I mean, first, I have to, 756 00:32:09,235 --> 00:32:11,567 I have to learn the fundamentals of the language 757 00:32:11,567 --> 00:32:14,447 that was used to program that system. 758 00:32:14,447 --> 00:32:15,506 - And to do that-- - Which is an 759 00:32:15,506 --> 00:32:16,378 archaic language. 760 00:32:16,378 --> 00:32:17,818 - You need to know exactly what kind 761 00:32:17,818 --> 00:32:19,469 of game it is we're gonna be programming, 762 00:32:19,469 --> 00:32:21,285 in the first place. - Yeah, yeah, you know, 763 00:32:21,285 --> 00:32:23,618 what genre, what the mechanics are gonna be, 764 00:32:23,618 --> 00:32:24,451 and then we-- 765 00:32:24,451 --> 00:32:26,687 - I want to know that before we can do the assets 766 00:32:26,687 --> 00:32:28,167 and the music and the-- 767 00:32:28,167 --> 00:32:29,000 - Music and the graphics 768 00:32:29,000 --> 00:32:30,081 and the whatever. - Everything that we need 769 00:32:30,081 --> 00:32:31,704 to create the game. - And the story. 770 00:32:31,704 --> 00:32:32,766 Yeah, I mean, maybe what we should do 771 00:32:32,766 --> 00:32:33,804 is just immerse ourselves, 772 00:32:33,804 --> 00:32:35,915 play as many NES games as possible 773 00:32:35,915 --> 00:32:37,206 and just kind of remember, you know, what worked, 774 00:32:37,206 --> 00:32:38,574 what didn't work. 775 00:32:38,574 --> 00:32:39,835 - I like this plan. 776 00:32:41,854 --> 00:32:45,995 So a lot of these are actively not good. 777 00:32:45,995 --> 00:32:49,526 - Yeah, I forget how many terrible games were 778 00:32:49,526 --> 00:32:52,443 in this 700-and-so-on game catalog. 779 00:32:54,309 --> 00:32:58,751 - With so many examples of failure , 780 00:32:58,751 --> 00:33:02,711 how do we ensure that our game doesn't suck? 781 00:33:02,711 --> 00:33:06,240 - Now if I'm gonna go to an expert to talk about 782 00:33:06,240 --> 00:33:09,630 why some Nintendo games sucked, it would be you, so. 783 00:33:12,926 --> 00:33:14,367 ♪ He's gonna take you back to the past ♪ 784 00:33:14,367 --> 00:33:15,413 James Rolfe, maybe better known 785 00:33:15,413 --> 00:33:18,311 by his character's moniker, The Angry Video Game Nerd, 786 00:33:18,311 --> 00:33:20,607 had built a veritable empire with the YouTube show 787 00:33:20,607 --> 00:33:23,623 that examined all the shortcomings of NES games. 788 00:33:23,623 --> 00:33:25,675 If anyone could help me navigate the minefield 789 00:33:25,675 --> 00:33:27,287 of poor design choices for games 790 00:33:27,287 --> 00:33:28,795 for the system, it'd be him. 791 00:33:28,795 --> 00:33:32,462 ♪ The Angry Video Game Nerd ♪ 792 00:33:34,946 --> 00:33:37,840 - You know, it's great hearing this from James Rolfe. 793 00:33:37,840 --> 00:33:42,787 I want the nerd to tell me what our game can't be. 794 00:33:42,787 --> 00:33:44,240 - You got to think Zelda. 795 00:33:44,240 --> 00:33:46,908 Get Zelda in your head, not High Glide, 796 00:33:46,908 --> 00:33:49,564 not Spiritual Warfare, none of that fucking bullshit. 797 00:33:49,564 --> 00:33:51,380 You got to channel that Tri Force. 798 00:33:51,380 --> 00:33:53,928 When you mix green and brown, nobody likes that. 799 00:33:53,928 --> 00:33:55,204 It looks like shit and puke. 800 00:33:55,204 --> 00:33:56,164 You don't want that. 801 00:33:56,164 --> 00:33:58,619 Don't do any of this shit like Frankenstein on NES. 802 00:33:58,619 --> 00:34:00,132 Even Metroid had some problems with that, 803 00:34:00,132 --> 00:34:02,247 with those big, long fucking passwords. 804 00:34:02,247 --> 00:34:03,733 You'll do that shit! 805 00:34:03,733 --> 00:34:06,717 I don't want to see asterisks and commas 806 00:34:06,717 --> 00:34:10,035 and fucking zeroes and O's looking like each other 807 00:34:10,035 --> 00:34:13,915 and fucking I's and L's, like what the fuck? 808 00:34:13,915 --> 00:34:16,824 Just have one group of letters, or even better, 809 00:34:16,824 --> 00:34:18,311 have a battery backup. 810 00:34:18,311 --> 00:34:20,411 Do what LJN did, but don't. 811 00:34:20,411 --> 00:34:21,939 Just do the opposite. 812 00:34:21,939 --> 00:34:24,578 Look at what LJN did, and then don't do that. 813 00:34:24,578 --> 00:34:27,328 Do the complete fucking opposite. 814 00:34:29,416 --> 00:34:30,249 - Okay. 815 00:34:31,491 --> 00:34:32,324 This is 816 00:34:34,743 --> 00:34:36,493 every Nintendo Power, 817 00:34:38,855 --> 00:34:40,705 Nintendo Fun Club News, 818 00:34:40,705 --> 00:34:42,439 Nintendo strategy guide-- - Oh wow. 819 00:34:42,439 --> 00:34:46,119 - From 1987 to 1994, the entire run. 820 00:34:46,119 --> 00:34:48,191 - Wow. - Of the NES' life. 821 00:34:48,191 --> 00:34:51,216 What we're gonna do is we're gonna try to erase 30 years 822 00:34:51,216 --> 00:34:52,707 of gaming vernacular from the our brain. 823 00:34:52,707 --> 00:34:54,443 We're gonna use this as a time machine to go back-- 824 00:34:54,443 --> 00:34:55,276 - Yeah. 825 00:34:55,276 --> 00:34:58,073 - To 1998, and remember this is what excited us 826 00:34:58,073 --> 00:34:59,483 about an eight-bit experience. - For sure. 827 00:34:59,483 --> 00:35:00,643 You know, these things, what-- 828 00:35:00,643 --> 00:35:03,611 - I mean, yeah, like these screen composites 829 00:35:03,611 --> 00:35:06,771 of side-scrollers constituted an epic adventure. 830 00:35:06,771 --> 00:35:08,462 - And you know, the Zelda maps 831 00:35:08,462 --> 00:35:09,655 still the same thing. - Yeah, the maps, 832 00:35:09,655 --> 00:35:11,232 that's what it all looks like put together. 833 00:35:11,232 --> 00:35:12,665 - Yeah, yeah, yeah. - I could be in there, 834 00:35:12,665 --> 00:35:14,165 doing that. - Yeah. 835 00:35:15,325 --> 00:35:18,975 If we were trying to build a game that sort of capitalized 836 00:35:18,975 --> 00:35:22,808 on the things that the NES did best, you know, 837 00:35:24,357 --> 00:35:26,607 we might see something like 838 00:35:27,597 --> 00:35:30,306 the open-world exploration of The Legend of Zelda 839 00:35:30,306 --> 00:35:33,205 and the secrets and the challenges and the puzzles, 840 00:35:33,205 --> 00:35:35,194 while at the same time, serve an epic story 841 00:35:35,194 --> 00:35:37,089 like you find in those RPGs, 842 00:35:37,089 --> 00:35:39,429 early RPGs like a Final Fantasy, Dragon Warrior, 843 00:35:39,429 --> 00:35:41,373 with the platforming mechanics 844 00:35:41,373 --> 00:35:45,377 of a Super Mario Brothers and a stage selection 845 00:35:45,377 --> 00:35:47,897 where you inherit the monster's powers, 846 00:35:47,897 --> 00:35:51,122 that you can play out of order, like in Mega Man, 847 00:35:51,122 --> 00:35:53,105 creating the sense of mood 848 00:35:53,105 --> 00:35:55,461 of like a Castlevania or a Metroid 849 00:35:55,461 --> 00:35:58,961 with the cinematics of like a Ninja Guide. 850 00:36:00,826 --> 00:36:03,444 - Yes, it sounds, it sounds easy. 851 00:36:03,444 --> 00:36:04,577 We got this. 852 00:36:04,577 --> 00:36:08,744 How do you even get started learning this archaic system? 853 00:36:09,605 --> 00:36:11,343 - The starting point is at the beginning. 854 00:36:11,343 --> 00:36:12,413 And the beginning is learning how 855 00:36:12,413 --> 00:36:15,185 to program 6502 assembly language. 856 00:36:18,173 --> 00:36:20,829 - My goal for tonight is to make something happen, 857 00:36:20,829 --> 00:36:23,471 anything, something move on the screen, 858 00:36:23,471 --> 00:36:25,223 something show up on the screen, 859 00:36:25,223 --> 00:36:28,329 something input or something, anything. 860 00:36:28,329 --> 00:36:31,475 - You know, to get started, you just have to start doing it. 861 00:36:31,475 --> 00:36:35,088 The tools you need to make an NES game are as simple 862 00:36:35,088 --> 00:36:38,702 as Microsoft Notepad, Paint, a graphics editor 863 00:36:38,702 --> 00:36:40,592 and an assembler, that's it. 864 00:36:40,592 --> 00:36:41,943 And they're all free. 865 00:36:41,943 --> 00:36:44,276 Half of them are already on your computer to begin with. 866 00:36:46,819 --> 00:36:48,031 - The ecosystem is so small. 867 00:36:48,031 --> 00:36:50,490 It's just you and the hardware. 868 00:36:50,490 --> 00:36:51,871 There's almost nothing else. 869 00:36:51,871 --> 00:36:53,807 Whenever you build a game for a modern system 870 00:36:53,807 --> 00:36:56,403 like an iPhone, you have to contend with game engines. 871 00:36:56,403 --> 00:36:58,891 You have to worry about what the operating system is doing. 872 00:36:58,891 --> 00:37:01,143 You have to worry about digital distribution stores. 873 00:37:01,143 --> 00:37:02,235 There's so many things that you have 874 00:37:02,235 --> 00:37:03,476 to worry about, but on the NES, 875 00:37:03,476 --> 00:37:06,315 it's just you and a text editor and the system. 876 00:37:11,726 --> 00:37:12,893 - Yes! 877 00:37:13,960 --> 00:37:16,769 - All right. - Okay, now, 878 00:37:16,769 --> 00:37:20,602 doesn't look like much, but the screen is red. 879 00:37:22,186 --> 00:37:25,123 In the NES emulator, the screen is red. 880 00:37:25,123 --> 00:37:26,983 Nice. 881 00:37:26,983 --> 00:37:31,150 - Admittedly, far cry from the actual video game, but-- 882 00:37:32,174 --> 00:37:34,006 The screen is red. 883 00:37:34,006 --> 00:37:36,002 - The screen is red. 884 00:37:40,191 --> 00:37:41,486 Obviously, I was gonna need additional help. 885 00:37:41,486 --> 00:37:43,428 That pace was way too slow for me. 886 00:37:43,428 --> 00:37:44,914 So I tracked down Brian Parker 887 00:37:44,914 --> 00:37:46,806 from a company called retroUSB. 888 00:37:46,806 --> 00:37:48,846 He created a tutorial series that helped beginners 889 00:37:48,846 --> 00:37:50,946 like me get started programming for the NES. 890 00:37:50,946 --> 00:37:53,613 - I went to college for computer engineering 891 00:37:53,613 --> 00:37:57,394 and focusing on supercomputer architecture. 892 00:37:57,394 --> 00:37:58,338 When I got out, 893 00:37:58,338 --> 00:38:00,462 all of the supercomputer companies were bankrupt, 894 00:38:00,462 --> 00:38:01,530 so I didn't have a job. 895 00:38:02,403 --> 00:38:05,370 So it's interesting that SGI doesn't exist anymore, 896 00:38:05,370 --> 00:38:07,063 but Nintendo still does. 897 00:38:07,063 --> 00:38:08,856 Is this your, this is your main gig? 898 00:38:08,856 --> 00:38:09,689 - Yes. 899 00:38:09,689 --> 00:38:10,522 Wow, so you do this full-time. 900 00:38:10,522 --> 00:38:14,018 - This has been my full-time job for 12 years. 901 00:38:14,018 --> 00:38:16,027 His Nerdy Nights tutorial series helped me 902 00:38:16,027 --> 00:38:19,013 with syntax and structure and all the foundational stuff 903 00:38:19,013 --> 00:38:21,697 I really need to know to get started. 904 00:38:21,697 --> 00:38:23,049 - There were a lot of complaints 905 00:38:23,049 --> 00:38:26,229 that all the programming knowledge was sort of hard 906 00:38:26,229 --> 00:38:29,571 to get to, locked away in forums 907 00:38:29,571 --> 00:38:32,649 where you had to ask a question to get an answer. 908 00:38:32,649 --> 00:38:35,825 And beginners don't know what question to ask. 909 00:38:35,825 --> 00:38:39,097 - What are the pitfalls I should be watching for? 910 00:38:39,097 --> 00:38:40,733 - Giving up too early. 911 00:38:40,733 --> 00:38:41,693 Well, you're not gonna do that. 912 00:38:41,693 --> 00:38:42,661 - No, no. 913 00:38:42,661 --> 00:38:44,501 Is that a common-- 914 00:38:44,501 --> 00:38:45,334 - Yeah. 915 00:38:45,334 --> 00:38:47,343 Why do you think people give up? 916 00:38:47,343 --> 00:38:49,264 - I think people hit one spot 917 00:38:49,264 --> 00:38:50,655 where they don't figure it out, 918 00:38:50,655 --> 00:38:53,405 and then they never try it again. 919 00:38:54,390 --> 00:38:56,701 And that's exactly what happened as soon 920 00:38:56,701 --> 00:38:59,733 as I started to deviate from the tutorials. 921 00:38:59,733 --> 00:39:01,246 It turned out assembly language wasn't even 922 00:39:01,246 --> 00:39:03,093 that difficult, but how it interfaced 923 00:39:03,093 --> 00:39:06,573 with the NES hardware was really unintuitive. 924 00:39:06,573 --> 00:39:09,817 - My profession, like, I'm a programmer. 925 00:39:09,817 --> 00:39:13,115 So I thought I'll get a Nintendo, 926 00:39:13,115 --> 00:39:15,258 and I'll learn to program on it. 927 00:39:15,258 --> 00:39:17,566 And it was interesting. 928 00:39:17,566 --> 00:39:20,114 It's very small-scale hardware. 929 00:39:20,114 --> 00:39:22,230 There's things that are very simple about it. 930 00:39:22,230 --> 00:39:26,070 But there's also things that are very complicated about it. 931 00:39:26,070 --> 00:39:28,110 Getting a couple of things on the screen, 932 00:39:28,110 --> 00:39:31,650 getting a background up, that comes pretty quick. 933 00:39:31,650 --> 00:39:34,516 But then there's all these rough edges. 934 00:39:34,516 --> 00:39:36,422 Everything's synchronized. 935 00:39:36,422 --> 00:39:39,558 The scanning of a cathode ray television going back 936 00:39:39,558 --> 00:39:41,506 and forth across a screen, 937 00:39:41,506 --> 00:39:43,966 and things like sprites flickering, 938 00:39:43,966 --> 00:39:46,050 'cause there's too many on the screen 939 00:39:46,050 --> 00:39:48,833 or if you do transitions the wrong way, 940 00:39:48,833 --> 00:39:51,516 like you get an image that looks wrong. 941 00:39:51,516 --> 00:39:52,712 Things are in the wrong places. 942 00:39:52,712 --> 00:39:56,070 Getting all those dark corners sorted out took me 943 00:39:56,070 --> 00:40:00,237 like a year or two just to get used to all of that. 944 00:40:01,102 --> 00:40:04,318 - In a modern game engine, in a programming language, 945 00:40:04,318 --> 00:40:05,991 if you want a random number, you'd write random 946 00:40:05,991 --> 00:40:07,890 and then in parenthesis 50, and you get a random number 947 00:40:07,890 --> 00:40:09,466 between zero and 50, you know, whatever. 948 00:40:09,466 --> 00:40:10,299 - Right, right. 949 00:40:10,299 --> 00:40:12,042 - Very easy there to conceptualize. 950 00:40:12,042 --> 00:40:14,338 On the NES, there is no random function. 951 00:40:14,338 --> 00:40:16,307 It doesn't exist with that hardware. 952 00:40:16,307 --> 00:40:17,198 It's not that easy. 953 00:40:17,198 --> 00:40:18,031 - I don't understand, 954 00:40:18,031 --> 00:40:20,781 because I know games had random things happen, 955 00:40:20,781 --> 00:40:22,568 and literally, I've spent like a week trying to figure out 956 00:40:22,568 --> 00:40:23,776 how to get a random number, and... 957 00:40:28,184 --> 00:40:30,104 Is there, like, a forum or something that... 958 00:40:32,384 --> 00:40:34,150 ♪ Well, misery loves company ♪ 959 00:40:34,150 --> 00:40:36,294 ♪ That's why we're thick as thieves ♪ 960 00:40:36,294 --> 00:40:37,930 ♪ Let's move out to the country ♪ 961 00:40:37,930 --> 00:40:40,286 ♪ And live just the way we please ♪ 962 00:40:40,286 --> 00:40:42,189 ♪ We'll write a song and sing along ♪ 963 00:40:42,189 --> 00:40:44,306 ♪ And sway into the sound ♪ 964 00:40:44,306 --> 00:40:46,330 ♪ And the chorus will go like this ♪ 965 00:40:46,330 --> 00:40:48,310 ♪ We burn the city down ♪ 966 00:40:48,310 --> 00:40:50,142 ♪ We burn the city down ♪ 967 00:40:50,142 --> 00:40:52,790 ♪ Yeah, we burn the city down ♪ 968 00:40:52,790 --> 00:40:54,004 I headed to the middle of nowhere 969 00:40:54,004 --> 00:40:56,612 to meet two of the top moderators in the NES dev forums, 970 00:40:56,612 --> 00:40:59,750 who I knew by their handles, Memblers and Tepples. 971 00:40:59,750 --> 00:41:02,002 They agreed to meet me at the strip mall retro game store 972 00:41:02,002 --> 00:41:03,290 that probably hadn't been maintained 973 00:41:03,290 --> 00:41:05,510 since the NES was relevant. 974 00:41:05,510 --> 00:41:07,894 But this was the place that I'd meet the genius programmers 975 00:41:07,894 --> 00:41:09,981 that would be the project's salvation. 976 00:41:09,981 --> 00:41:12,403 They just weren't exactly what I had in mind. 977 00:41:17,179 --> 00:41:19,218 I was expecting college professors or something. 978 00:41:19,218 --> 00:41:20,762 And instead, these guys were caricatures. 979 00:41:20,762 --> 00:41:22,602 I mean, Memblers with his Gwar T-shirt 980 00:41:22,602 --> 00:41:24,178 and his long, scraggly ponytail. 981 00:41:24,178 --> 00:41:27,010 And Tepples with a, I don't even know how to describe 982 00:41:27,010 --> 00:41:28,585 what Tepples was wearing. 983 00:41:28,585 --> 00:41:30,598 - What I'm wearing now is considered nice clothes 984 00:41:30,598 --> 00:41:34,165 in the universe where some of my games take place. 985 00:41:34,165 --> 00:41:38,332 It's a shirt, a long vest and knee. 986 00:41:40,106 --> 00:41:41,826 These guys were nerds. 987 00:41:41,826 --> 00:41:44,322 And I mean that in the traditional sense of the word. 988 00:41:44,322 --> 00:41:47,142 You know, in a time when nerd culture has been popularized 989 00:41:47,142 --> 00:41:50,358 and made trendy and sexy, these guys represent what 990 00:41:50,358 --> 00:41:52,027 that word should mean. 991 00:41:52,027 --> 00:41:53,698 They were deeply passionate about a thing 992 00:41:53,698 --> 00:41:55,558 that the average person couldn't appreciate 993 00:41:55,558 --> 00:41:56,726 and didn't understand. 994 00:41:56,726 --> 00:41:57,559 It was awesome. 995 00:41:57,559 --> 00:42:00,786 I couldn't have asked for a better source of guidance. 996 00:42:00,786 --> 00:42:04,498 ♪ And every night our family will make a joyful sound ♪ 997 00:42:04,498 --> 00:42:06,266 ♪ And sing of that triumphant day ♪ 998 00:42:06,266 --> 00:42:08,366 ♪ We burned the city down ♪ 999 00:42:08,366 --> 00:42:10,090 ♪ We burned the city down ♪ 1000 00:42:10,090 --> 00:42:12,418 ♪ Yeah, we burned the city down ♪ 1001 00:42:12,418 --> 00:42:14,038 ♪ We burned the city down ♪ 1002 00:42:14,038 --> 00:42:17,342 ♪ Yeah, we burned the city down ♪ 1003 00:42:17,342 --> 00:42:18,986 - And there was an email list 1004 00:42:18,986 --> 00:42:21,146 where people writing emulators were talking 1005 00:42:21,146 --> 00:42:24,310 about the technical, just sharing technical details 1006 00:42:24,310 --> 00:42:26,590 of what they discovered and stuff. 1007 00:42:26,590 --> 00:42:28,358 And I just figured it would be good to make a website 1008 00:42:28,358 --> 00:42:30,790 to put all that stuff together. 1009 00:42:30,790 --> 00:42:33,605 I feel like it's achieved pretty much the goal. 1010 00:42:33,605 --> 00:42:36,432 I mean, it's become kind of self-sustaining 1011 00:42:36,432 --> 00:42:37,813 where I've helped some people learn. 1012 00:42:37,813 --> 00:42:40,762 And they were able to help other people learn things. 1013 00:42:40,762 --> 00:42:43,687 And it's just really grown and just kind of snowballed 1014 00:42:43,687 --> 00:42:46,733 from there, as you just get so many other people that, 1015 00:42:46,733 --> 00:42:47,917 as they gain experience, you know, 1016 00:42:47,917 --> 00:42:50,763 they're better able to help other people 1017 00:42:50,763 --> 00:42:52,398 when they're starting out. 1018 00:42:52,398 --> 00:42:55,298 - And you know, with their sort of master tutelage, 1019 00:42:55,298 --> 00:42:58,317 I really began to understand how this code worked 1020 00:42:58,317 --> 00:42:59,529 and was able to produce something 1021 00:42:59,529 --> 00:43:02,935 that looked very much like a game in the NES emulator. 1022 00:43:02,935 --> 00:43:04,899 It was awesome. 1023 00:43:04,899 --> 00:43:07,317 But the goal wasn't to get it to run on an emulator. 1024 00:43:07,317 --> 00:43:10,963 The goal was to get it to run on an actual cartridge. 1025 00:43:10,963 --> 00:43:14,071 Okay, so what did we find out about hardware? 1026 00:43:14,071 --> 00:43:16,783 - So actually it's not that difficult. 1027 00:43:16,783 --> 00:43:19,319 I mean, it's pretty much an empty case. 1028 00:43:19,319 --> 00:43:21,255 You have the cartridge itself. 1029 00:43:21,255 --> 00:43:22,268 It's a real simple board. 1030 00:43:22,268 --> 00:43:23,528 You got the data chip. 1031 00:43:23,528 --> 00:43:26,184 You got the graphics chip and a mapper. 1032 00:43:26,184 --> 00:43:27,880 So from a technology perspective, 1033 00:43:27,880 --> 00:43:29,620 it's not that tough at all. 1034 00:43:29,620 --> 00:43:31,071 - We can get all the parts ourselves 1035 00:43:31,071 --> 00:43:32,424 and start snapping together boards 1036 00:43:32,424 --> 00:43:35,120 with like 3D-printed cartridges maybe. 1037 00:43:35,120 --> 00:43:37,797 - Yeah, yeah, if we wanted to put all this using some 1038 00:43:37,797 --> 00:43:38,735 of the more traditional stuff, 1039 00:43:38,735 --> 00:43:40,024 we could put it together ourselves, 1040 00:43:40,024 --> 00:43:41,224 but it doesn't make sense. 1041 00:43:41,224 --> 00:43:42,189 Is it that tough? 1042 00:43:42,189 --> 00:43:45,300 No, but you actually have companies out there that make it. 1043 00:43:45,300 --> 00:43:46,320 - Make new NES-- 1044 00:43:46,320 --> 00:43:47,308 - I did a little bit of research. 1045 00:43:47,308 --> 00:43:49,792 There's a company called Infinite NES Lives. 1046 00:43:49,792 --> 00:43:53,228 They actually do the manufacturing of the board, 1047 00:43:53,228 --> 00:43:56,152 of the plastic, of everything. 1048 00:43:56,152 --> 00:43:57,952 And they'll put it all together for us, too. 1049 00:43:57,952 --> 00:43:59,332 I don't know why, but I had this delusion 1050 00:43:59,332 --> 00:44:01,944 of some corporate office or some industrial assembly line 1051 00:44:01,944 --> 00:44:04,026 that was cranking out new cartridges. 1052 00:44:04,026 --> 00:44:07,372 But no, the offices of Infinite NES Lives where brand-new, 1053 00:44:07,372 --> 00:44:09,485 eight-bit experiences were being created was 1054 00:44:09,485 --> 00:44:11,620 that little trailer behind the RV. 1055 00:44:11,620 --> 00:44:14,764 - We order the circuit boards in large volume, 1056 00:44:14,764 --> 00:44:17,388 and they come just like this, in a panel. 1057 00:44:17,388 --> 00:44:20,279 My partner is actually my brother, 1058 00:44:20,279 --> 00:44:22,969 does all of the circuit board soldering, 1059 00:44:22,969 --> 00:44:24,797 assembling and testing. 1060 00:44:24,797 --> 00:44:28,305 We have our USB device, where you can just plug it in 1061 00:44:28,305 --> 00:44:32,673 and quickly program the game on to the circuit board. 1062 00:44:32,673 --> 00:44:36,840 And so the circuit board just goes in the cartridge. 1063 00:44:38,837 --> 00:44:39,845 The plastic's in. 1064 00:44:39,845 --> 00:44:40,961 You screw it together. 1065 00:44:40,961 --> 00:44:44,949 Package the game up in the same fashion 1066 00:44:44,949 --> 00:44:48,145 that you would've walked into a store 30 years ago 1067 00:44:48,145 --> 00:44:50,381 to buy a Nintendo game off the shelves. 1068 00:44:50,381 --> 00:44:51,969 - If this works, it will be the culmination 1069 00:44:51,969 --> 00:44:54,719 of like 30 years of anticipation. 1070 00:44:56,241 --> 00:44:59,017 Can we flash a thing to a cartridge? 1071 00:44:59,017 --> 00:45:00,141 - Here's hoping. 1072 00:45:00,141 --> 00:45:02,677 - Mystic Searches on a cartridge. 1073 00:45:02,677 --> 00:45:03,510 Nope. 1074 00:45:04,520 --> 00:45:06,367 Now is this standard NES nonsense 1075 00:45:06,367 --> 00:45:07,986 of not being able to flash thing to a cartridge, 1076 00:45:07,986 --> 00:45:10,243 or is it really not working? 1077 00:45:10,243 --> 00:45:11,450 Oh! 1078 00:45:14,167 --> 00:45:15,819 - Nice! 1079 00:45:15,819 --> 00:45:18,141 So officially, we could do it. 1080 00:45:18,141 --> 00:45:19,223 We have the technology. 1081 00:45:19,223 --> 00:45:21,366 But we'd spent so much time nerding out 1082 00:45:21,366 --> 00:45:22,847 over the technological side of things 1083 00:45:22,847 --> 00:45:26,071 that we'd kind of let the creative side of the game slip. 1084 00:45:26,071 --> 00:45:27,451 It was time to shift gears and figure out 1085 00:45:27,451 --> 00:45:29,663 what this game was gonna be about. 1086 00:45:29,663 --> 00:45:31,588 - So games in the arcades, in the early days, right, 1087 00:45:31,588 --> 00:45:34,183 the golden age of arcades, really couldn't tell a story, 1088 00:45:34,183 --> 00:45:35,550 'cause it was really a high score. 1089 00:45:35,550 --> 00:45:37,386 They wanted people popping their quarters, 1090 00:45:37,386 --> 00:45:39,079 and they didn't want people 1091 00:45:39,079 --> 00:45:40,406 to spend too much time on the machines. 1092 00:45:40,406 --> 00:45:43,497 Games for the ColecoVision or the Atari 2600, 1093 00:45:43,497 --> 00:45:45,281 there were a lot of single-screen. 1094 00:45:45,281 --> 00:45:47,955 You have games like Pac-Man and Donkey Kong, for example, 1095 00:45:47,955 --> 00:45:51,595 where the NES really allowed gamers to go home, 1096 00:45:51,595 --> 00:45:52,875 really dive into the story. 1097 00:45:52,875 --> 00:45:54,004 They could save their game. 1098 00:45:54,004 --> 00:45:55,708 Look at where video games are today 1099 00:45:55,708 --> 00:45:56,896 with a lot of them are stories. 1100 00:45:56,896 --> 00:45:59,335 They're almost like movies, to a point. 1101 00:45:59,335 --> 00:46:02,231 And I think it really started with the NES. 1102 00:46:03,879 --> 00:46:05,635 - I actually have some drawings in that same box 1103 00:46:05,635 --> 00:46:07,193 that say Mystic Searches on it. 1104 00:46:07,193 --> 00:46:08,531 I don't know when that came about 1105 00:46:08,531 --> 00:46:09,983 or why it was called that, at all, 1106 00:46:09,983 --> 00:46:11,182 and I don't know if that was something 1107 00:46:11,182 --> 00:46:15,671 that we had come up with, or that I had given to it. 1108 00:46:15,671 --> 00:46:17,575 I guess that's the name to go with. 1109 00:46:17,575 --> 00:46:19,075 We set up our first meeting with Elizabeth 1110 00:46:19,075 --> 00:46:22,359 to try and determine how to pull an actual story out 1111 00:46:22,359 --> 00:46:24,279 of those eight-year-olds' illustrations. 1112 00:46:24,279 --> 00:46:26,946 - How could we make this fantasy 1113 00:46:27,863 --> 00:46:30,191 but at the same time not let it be derivative? 1114 00:46:30,191 --> 00:46:31,707 - How much of what you created 1115 00:46:31,707 --> 00:46:34,540 when you were eight is fundamental 1116 00:46:35,659 --> 00:46:37,955 to the story of this game? 1117 00:46:37,955 --> 00:46:41,539 - I can go back to stuff that I wrote when I was eight, 1118 00:46:41,539 --> 00:46:43,399 and we could base the story on that. 1119 00:46:43,399 --> 00:46:45,275 But if we do, it should probably be loosely based 1120 00:46:45,275 --> 00:46:47,811 on the stuff that I wrote when I was eight, 'cause 1121 00:46:47,811 --> 00:46:49,427 an eight-year-old wrote it. - You were eight, yeah. 1122 00:46:49,427 --> 00:46:51,691 - Granted, a lot of media in the world right now seems 1123 00:46:51,691 --> 00:46:53,731 like an eight-year-old wrote it, but I aspire 1124 00:46:53,731 --> 00:46:56,521 to maybe make this a little bit more interesting. 1125 00:46:56,521 --> 00:46:59,444 And it'd be really worth examining, you know, 1126 00:46:59,444 --> 00:47:01,944 what is at the base of fantasy 1127 00:47:02,832 --> 00:47:05,262 that makes it-- - For sure. 1128 00:47:07,344 --> 00:47:08,388 To help answer that question, 1129 00:47:08,388 --> 00:47:09,817 Elizabeth traveled north 1130 00:47:09,817 --> 00:47:11,935 through mysterious swamps to meet 1131 00:47:11,935 --> 00:47:14,876 with 21-time Best Selling fantasy novelist, Piers Anthony. 1132 00:47:14,876 --> 00:47:18,656 Besides being a prolific writer of unique fantasy worlds, 1133 00:47:18,656 --> 00:47:21,296 his Incarnations of Immortality series inspired me 1134 00:47:21,296 --> 00:47:23,183 to want to be a writer as a kid, 1135 00:47:23,183 --> 00:47:25,104 probably right around the same time 1136 00:47:25,104 --> 00:47:26,528 that I was drafting the first ideas 1137 00:47:26,528 --> 00:47:29,320 for the game world we were now building. 1138 00:47:29,320 --> 00:47:32,748 - We're trying to create a fantasy world, 1139 00:47:32,748 --> 00:47:36,214 and yet it's very important that it's not, 1140 00:47:36,214 --> 00:47:38,916 it's not the same stuff regurgitated again, 1141 00:47:38,916 --> 00:47:39,895 you know, with people. 1142 00:47:39,895 --> 00:47:42,200 There are thousands of fantasy worlds out there. 1143 00:47:42,200 --> 00:47:43,672 Why are we creating a new one? 1144 00:47:43,672 --> 00:47:45,255 What's different this time? 1145 00:47:45,255 --> 00:47:46,971 - I get credit for having a lot 1146 00:47:46,971 --> 00:47:48,662 of imagination, and I have a lot. 1147 00:47:48,662 --> 00:47:51,105 I have more imagination than anybody I know. 1148 00:47:51,105 --> 00:47:53,188 But I get credit for more 1149 00:47:54,452 --> 00:47:55,637 than I actually have. 1150 00:47:55,637 --> 00:47:57,227 And Xanth is a good example, 1151 00:47:57,227 --> 00:48:00,739 because how do I invent such a fantastic land? 1152 00:48:00,739 --> 00:48:01,915 Well, I took Florida. 1153 00:48:01,915 --> 00:48:02,960 I added magic. 1154 00:48:02,960 --> 00:48:04,519 I adapt it. 1155 00:48:04,519 --> 00:48:07,228 The average reader wants to identify, 1156 00:48:07,228 --> 00:48:09,328 and you need to give him that chance. 1157 00:48:09,328 --> 00:48:14,051 - So creating a character who everyone can identify with, 1158 00:48:14,051 --> 00:48:16,228 that's the challenge there, isn't it? 1159 00:48:16,228 --> 00:48:18,600 - You can get pretty fantastic, 1160 00:48:18,600 --> 00:48:21,086 as long as you let the reader identify. 1161 00:48:21,086 --> 00:48:22,405 Yeah. 1162 00:48:22,405 --> 00:48:24,628 - So with Legend of Zelda, the story is 1163 00:48:24,628 --> 00:48:28,500 that Miyamoto based it on the area around his house, right, 1164 00:48:28,500 --> 00:48:30,298 his childhood adventures. 1165 00:48:30,298 --> 00:48:32,541 - The images for it was the adventures 1166 00:48:32,541 --> 00:48:33,804 that Miyamoto had when he was a kid, 1167 00:48:33,804 --> 00:48:36,504 exploring Kyoto and the woods around his house 1168 00:48:36,504 --> 00:48:39,084 and being lost and finding a cave system, 1169 00:48:39,084 --> 00:48:40,879 and that sort of spawned this whole-- 1170 00:48:40,879 --> 00:48:43,024 - So his childhood adventures became 1171 00:48:43,024 --> 00:48:44,856 everyone else's childhood adventure. 1172 00:48:44,856 --> 00:48:46,198 - Right. 1173 00:48:46,198 --> 00:48:49,347 In essence, I wonder if maybe that's what we should look to, 1174 00:48:49,347 --> 00:48:51,596 as far as writing the story for Mystic Searches. 1175 00:48:51,596 --> 00:48:54,085 Instead of studying world mythologies and stuff like that, 1176 00:48:54,085 --> 00:48:54,928 sure, we could do that to a point, 1177 00:48:54,928 --> 00:48:57,339 but to make this uniquely our story, 1178 00:48:57,339 --> 00:49:00,265 why don't we look to those sort of icons 1179 00:49:00,265 --> 00:49:02,350 that we gave mythological way to when we were kids? 1180 00:49:02,350 --> 00:49:03,433 - Sure, yeah, yeah, yeah. - You know, things 1181 00:49:03,433 --> 00:49:05,344 in my neighborhood and my experiences growing up 1182 00:49:05,344 --> 00:49:07,043 and your experiences and Elizabeth's experiences. 1183 00:49:07,043 --> 00:49:08,860 What do you remember about where we grew up? 1184 00:49:08,860 --> 00:49:12,084 - There was like the turnoff into the woods. 1185 00:49:12,084 --> 00:49:15,188 And that was like the we're gonna find Bigfoot back here. 1186 00:49:15,188 --> 00:49:16,021 Right! 1187 00:49:16,021 --> 00:49:18,885 - It looked like something out of, like, It, from 1991. 1188 00:49:18,885 --> 00:49:20,120 That's what it looked like. 1189 00:49:21,704 --> 00:49:23,863 Obviously, we didn't have a lot of ninja swords 1190 00:49:23,863 --> 00:49:27,029 where we grew up, so you know, we're picking up a flute 1191 00:49:27,029 --> 00:49:28,693 and pretending it's a whatever, 1192 00:49:28,693 --> 00:49:30,512 or it's just being a flute. 1193 00:49:30,512 --> 00:49:33,300 - It would be gratifying to bash the shit out 1194 00:49:33,300 --> 00:49:35,961 of some creatures with guitars. 1195 00:49:35,961 --> 00:49:37,823 Absolutely. 1196 00:49:37,823 --> 00:49:39,932 Since music became such a formative part 1197 00:49:39,932 --> 00:49:40,875 of both of our lives. 1198 00:49:41,818 --> 00:49:42,732 - Yeah, independently. 1199 00:49:42,732 --> 00:49:46,416 We could have a traveling minstrel who is also the hero. 1200 00:49:48,168 --> 00:49:49,082 - There's a good thing. 1201 00:49:49,082 --> 00:49:50,642 The kung-fu grip on the mandolin and just-- 1202 00:49:54,938 --> 00:49:57,890 - One of our buddies, his mom said, 1203 00:49:57,890 --> 00:49:59,978 "Oh you shouldn't hang out back in the woods, 1204 00:49:59,978 --> 00:50:01,730 "because that's where the burnouts hang out." 1205 00:50:01,730 --> 00:50:04,670 There was no context for what the burnouts were, 1206 00:50:04,670 --> 00:50:08,662 so we invented this entire mythology about this cult 1207 00:50:08,662 --> 00:50:10,988 of people that would chase down children and-- 1208 00:50:10,988 --> 00:50:11,821 - Burnouts. 1209 00:50:11,821 --> 00:50:13,071 - The burnouts. 1210 00:50:13,940 --> 00:50:15,059 Austin and I began to riff 1211 00:50:15,059 --> 00:50:17,072 about quirky urban legends we remembered 1212 00:50:17,072 --> 00:50:18,676 from our respective childhoods. 1213 00:50:18,676 --> 00:50:20,565 Growing up in Texas, he remembered the bats. 1214 00:50:20,565 --> 00:50:22,379 And I had this story about a mall 1215 00:50:22,379 --> 00:50:24,811 that had apparently been sinking into the swamp. 1216 00:50:24,811 --> 00:50:26,612 And we talked about a midway that brought a ghost town 1217 00:50:26,612 --> 00:50:28,424 to life three months out of the year. 1218 00:50:28,424 --> 00:50:29,936 Meanwhile, Elizabeth traveled to London 1219 00:50:29,936 --> 00:50:31,736 to visit friends and family. 1220 00:50:31,736 --> 00:50:33,893 While she was there, she found herself re-inspired 1221 00:50:33,893 --> 00:50:36,056 by the alchemy of diverse cultures 1222 00:50:36,056 --> 00:50:37,844 and the thousands of years of rich history 1223 00:50:37,844 --> 00:50:40,304 that served as the foundation of the modern city. 1224 00:50:47,204 --> 00:50:49,293 And she wasn't the only one traveling. 1225 00:50:49,293 --> 00:50:51,304 I've actually always felt a weird connection 1226 00:50:51,304 --> 00:50:52,317 to Mount St. Helens. 1227 00:50:52,317 --> 00:50:54,136 It erupted the day after I was born. 1228 00:50:54,136 --> 00:50:55,140 - Oh wow. 1229 00:50:55,140 --> 00:50:57,632 - I actually have a vial of ash from the eruption. 1230 00:50:57,632 --> 00:51:02,220 It's right on my desk, right where I'm programming the game. 1231 00:51:02,220 --> 00:51:03,600 We traveled to the Pacific Northwest 1232 00:51:03,600 --> 00:51:06,856 to check out the Portland Retro Gaming Expo's swap meet. 1233 00:51:06,856 --> 00:51:10,008 It was like a massive retro gaming trading post. 1234 00:51:10,008 --> 00:51:11,160 There, we met John Hancock, 1235 00:51:11,160 --> 00:51:13,548 who had probably the most comprehensive collection 1236 00:51:13,548 --> 00:51:15,316 of video games I'd ever seen, 1237 00:51:15,316 --> 00:51:17,206 including a host of homebrews. 1238 00:51:17,206 --> 00:51:19,172 - I think the thing that's important is to remember 1239 00:51:19,172 --> 00:51:21,653 that passion of playing that eight-bit experience, 1240 00:51:21,653 --> 00:51:24,822 and if you can translate that into your new project, 1241 00:51:24,822 --> 00:51:28,918 you're gonna have a whole gaming community behind you. 1242 00:51:28,918 --> 00:51:30,101 But unfortunately, the travel 1243 00:51:30,101 --> 00:51:32,990 to Portland wasn't exclusively for the project. 1244 00:51:32,990 --> 00:51:35,630 - So I went to visit my grandmother, 1245 00:51:35,630 --> 00:51:40,126 because she's slipping deeper into dementia. 1246 00:51:40,126 --> 00:51:43,323 I think that they were cleaning out some of her stuff 1247 00:51:43,323 --> 00:51:46,029 that they brought from Texas. 1248 00:51:46,029 --> 00:51:49,635 And there were a bunch of things of my dad's 1249 00:51:49,635 --> 00:51:52,310 that I didn't know that she still had. 1250 00:51:52,310 --> 00:51:53,911 Apparently he was wearing this belt buckle 1251 00:51:53,911 --> 00:51:55,494 when he was killed. 1252 00:51:56,667 --> 00:51:59,684 It's funny that we're out here exploring 1253 00:51:59,684 --> 00:52:03,767 a fantasy narrative, and I discovered a talisman. 1254 00:52:09,228 --> 00:52:11,044 I feel like the idea of relics 1255 00:52:11,044 --> 00:52:14,284 and artifacts should be integral to the gameplay, 1256 00:52:14,284 --> 00:52:16,742 'cause we keep running into these. 1257 00:52:16,742 --> 00:52:18,992 The whole project started when you found the NES carts. 1258 00:52:18,992 --> 00:52:23,159 So the game itself began when you found an artifact. 1259 00:52:27,720 --> 00:52:30,310 - One of the great things about the NES was the music. 1260 00:52:30,310 --> 00:52:32,440 It is a lot more complex 1261 00:52:32,440 --> 00:52:35,436 and nuanced than you would even expect it 1262 00:52:35,436 --> 00:52:37,148 to be able to be most of the time. 1263 00:52:37,148 --> 00:52:38,316 Those iconic melodies 1264 00:52:38,316 --> 00:52:40,536 from the eight-bit era had outlasted most 1265 00:52:40,536 --> 00:52:42,152 of the pop music of the time. 1266 00:52:42,152 --> 00:52:44,507 And those melodies were often reimagined as anthems 1267 00:52:44,507 --> 00:52:47,773 by rock bands like Bit Brigade at events MAGFest. 1268 00:52:47,773 --> 00:52:48,812 - It kind of adheres to the concept 1269 00:52:48,812 --> 00:52:50,908 that adversity breeds good art. 1270 00:52:50,908 --> 00:52:53,368 You just have certain restrictions you have to deal with. 1271 00:52:53,368 --> 00:52:55,465 And that bred this really interesting genre 1272 00:52:55,465 --> 00:52:57,116 of cool music that I'm into. 1273 00:52:57,116 --> 00:52:59,096 You know, the fact that it's video game music 1274 00:52:59,096 --> 00:53:00,912 is not necessarily why I dig it. 1275 00:53:00,912 --> 00:53:02,255 I dig it, 'cause it's good, it's cool. 1276 00:53:02,255 --> 00:53:05,195 It's interesting, and it's got its own unique voice to it 1277 00:53:05,195 --> 00:53:07,144 that doesn't exist in other places. 1278 00:53:07,144 --> 00:53:07,977 And it was great to know 1279 00:53:07,977 --> 00:53:10,486 that this music could be appreciated in that way. 1280 00:53:10,486 --> 00:53:12,515 But I needed to go the other direction. 1281 00:53:12,515 --> 00:53:14,221 While bands like Bit Brigade were arranging 1282 00:53:14,221 --> 00:53:16,743 classic video game music for a modern rock band, 1283 00:53:16,743 --> 00:53:18,439 I needed to learn how to devolve music 1284 00:53:18,439 --> 00:53:22,338 into what sounded like a classic video game soundtrack. 1285 00:53:22,338 --> 00:53:25,622 I found this kind of descendant of MAGFest called MAGStock. 1286 00:53:25,622 --> 00:53:27,575 It was this outdoor camping festival 1287 00:53:27,575 --> 00:53:30,663 that featured chiptune artists creating original music 1288 00:53:30,663 --> 00:53:32,953 in that style, and while musicians sitting 1289 00:53:32,953 --> 00:53:36,431 around a campfire making music was as old as music itself, 1290 00:53:36,431 --> 00:53:38,263 it was completely unexpected to see the instruments 1291 00:53:38,263 --> 00:53:41,191 of choice be laptops and modified Game Boys. 1292 00:53:41,191 --> 00:53:43,829 - So on an NES, we have two channels 1293 00:53:43,829 --> 00:53:45,331 that can generate square waves. 1294 00:53:45,331 --> 00:53:48,089 And the square wave is literally just a wave 1295 00:53:48,089 --> 00:53:51,451 like a sound wave that looks like a square. 1296 00:53:55,575 --> 00:53:56,899 Sounds kind of like that. 1297 00:53:56,899 --> 00:53:58,811 You also have a triangle wave, 1298 00:53:58,811 --> 00:54:01,552 which a lot of people have used for bass. 1299 00:54:01,552 --> 00:54:06,378 I'm just gonna, yeah. 1300 00:54:06,378 --> 00:54:09,009 Again, just, you know, 1301 00:54:09,009 --> 00:54:11,361 a sound wave that looks like a triangle. 1302 00:54:11,361 --> 00:54:13,694 And then last but not least, 1303 00:54:15,789 --> 00:54:17,638 you have your white noise, which is just... 1304 00:54:19,259 --> 00:54:20,217 Fuzz. 1305 00:54:20,217 --> 00:54:21,050 - I'd really be curious 1306 00:54:21,050 --> 00:54:25,310 to see how you take to working with two square waves, 1307 00:54:25,310 --> 00:54:26,670 a triangle wave and a noise channel, 1308 00:54:26,670 --> 00:54:28,175 and that's what you get, 1309 00:54:28,175 --> 00:54:31,416 and you have to create an emotive sort of soundtrack. 1310 00:54:31,416 --> 00:54:32,634 - Basically, writing a piece of music 1311 00:54:32,634 --> 00:54:35,426 that had all of the themes in it, all of the movements, 1312 00:54:35,426 --> 00:54:38,991 your adventure, your main character, your bad guy, 1313 00:54:38,991 --> 00:54:40,837 and you know, you just write it that way. 1314 00:54:40,837 --> 00:54:42,558 So you can have 10 movements if you want, 1315 00:54:42,558 --> 00:54:44,142 but the simpler the better. 1316 00:54:44,142 --> 00:54:46,233 - Would you sit down at a piano and pluck it out, 1317 00:54:46,233 --> 00:54:47,928 or would you use the actual instrument 1318 00:54:47,928 --> 00:54:49,140 that it would end up sounding like? 1319 00:54:49,140 --> 00:54:52,361 - I would probably use the instrument that, 1320 00:54:52,361 --> 00:54:54,644 whatever instrument I have the idea on, 1321 00:54:54,644 --> 00:54:56,067 I would use to come up with the idea 1322 00:54:56,067 --> 00:54:57,164 and then translate it. 1323 00:54:57,164 --> 00:54:59,245 I mean, we do that all the time, making score. 1324 00:54:59,245 --> 00:55:02,877 I'll write something on piano or guitar or percussion 1325 00:55:02,877 --> 00:55:04,636 and then turn it into a glockenspiel 1326 00:55:04,636 --> 00:55:06,296 or a cello-- - Right. 1327 00:55:06,296 --> 00:55:08,238 - There's just a different bunch of choices. 1328 00:55:08,238 --> 00:55:09,091 - Sure. 1329 00:55:18,227 --> 00:55:20,352 And that's kind of the basis for our hero theme, 1330 00:55:20,352 --> 00:55:21,602 that sort of... 1331 00:55:22,809 --> 00:55:25,465 ♪ Da, da, da, da ♪ 1332 00:55:25,465 --> 00:55:28,382 ♪ Da-da-duh, da da ♪ 1333 00:55:30,161 --> 00:55:31,676 And you're gonna hear that motif come back 1334 00:55:31,676 --> 00:55:32,845 over and over again. 1335 00:55:32,845 --> 00:55:35,321 That's gonna be sort of like that's our hero's theme, right. 1336 00:55:35,321 --> 00:55:36,917 So we're gonna keep morphing that 1337 00:55:36,917 --> 00:55:38,737 as he goes through different parts of his journey, 1338 00:55:38,737 --> 00:55:40,385 and he's facing different adversaries. 1339 00:55:40,385 --> 00:55:41,961 And it's gonna mutate and change, 1340 00:55:41,961 --> 00:55:43,553 but that's the sort of main motif. 1341 00:55:43,553 --> 00:55:46,233 It's gonna keep cycling back through. 1342 00:55:46,233 --> 00:55:48,001 So at this point, all the creatives involved 1343 00:55:48,001 --> 00:55:49,766 in the project had done a thing. 1344 00:55:49,766 --> 00:55:51,758 We flexed our respective creative muscles 1345 00:55:51,758 --> 00:55:53,686 and did what we did. 1346 00:55:53,686 --> 00:55:54,519 You're really starting 1347 00:55:54,519 --> 00:55:57,922 to see this compelling fantasy narrative sort of evolving 1348 00:55:57,922 --> 00:56:00,994 from our collective visions. 1349 00:56:00,994 --> 00:56:04,981 That's when we all started to feel the immense pressure 1350 00:56:04,981 --> 00:56:06,526 of the constraints of the system. 1351 00:56:12,051 --> 00:56:14,841 All right, so here's a fun, new wrinkle, 1352 00:56:14,841 --> 00:56:16,531 not really a bug, 'cause I figured out the problem, 1353 00:56:16,531 --> 00:56:18,947 but here's the problem. 1354 00:56:18,947 --> 00:56:21,219 It says value out of range when I run the assembler. 1355 00:56:22,868 --> 00:56:25,951 - That means that we're out of space. 1356 00:56:26,810 --> 00:56:27,643 - We got like 1357 00:56:27,643 --> 00:56:29,080 nine screens in the game. - Nine screens, yeah. 1358 00:56:29,080 --> 00:56:32,487 Maybe 1/10 of the functionality that we had intended, 1359 00:56:32,487 --> 00:56:36,654 and you know, maybe 1% of the graphics that we had planned. 1360 00:56:37,893 --> 00:56:38,760 Let me give it some perspective 1361 00:56:38,760 --> 00:56:41,564 as to just how little space we're talking about here. 1362 00:56:41,564 --> 00:56:44,460 The maximum size for our game was 512 kilobytes, 1363 00:56:44,460 --> 00:56:46,062 but even that's a little misleading, 1364 00:56:46,062 --> 00:56:49,604 because the system could only see 32 kilobytes at a time. 1365 00:56:49,604 --> 00:56:51,524 The way that most games get around this problem is 1366 00:56:51,524 --> 00:56:54,328 that they would load different groups of data called banks, 1367 00:56:54,328 --> 00:56:55,556 but no matter what you did to try 1368 00:56:55,556 --> 00:56:57,856 and cram more programming data into that cartridge, 1369 00:56:57,856 --> 00:56:59,236 the system could only ever see, 1370 00:56:59,236 --> 00:57:02,364 at maximum, 32 kilobytes at a time. 1371 00:57:02,364 --> 00:57:03,595 So compare that to a modern game 1372 00:57:03,595 --> 00:57:05,461 that we might consider small, like a casual game, 1373 00:57:05,461 --> 00:57:07,278 something for your iPhone, Angry Birds. 1374 00:57:07,278 --> 00:57:10,744 The latest Angry Birds app was 37 megabytes. 1375 00:57:10,744 --> 00:57:11,782 So we're talking about trying 1376 00:57:11,782 --> 00:57:13,657 to build this epic adventure game 1377 00:57:13,657 --> 00:57:17,226 in 1/1000 the programming space of Angry Birds. 1378 00:57:17,226 --> 00:57:19,607 - So when you want to make a game, 1379 00:57:19,607 --> 00:57:22,035 especially if it's your first game, first of all, 1380 00:57:22,035 --> 00:57:24,015 you need to take all your ideas 1381 00:57:24,015 --> 00:57:26,731 and just go ahead and cut off the top 99% 1382 00:57:26,731 --> 00:57:28,046 of what you want to include in this game, 1383 00:57:28,931 --> 00:57:30,215 'cause it's not gonna happen. 1384 00:57:30,215 --> 00:57:32,102 - I got good ideas. - No, I'm sure you do. 1385 00:57:32,102 --> 00:57:33,479 It's just not gonna happen. 1386 00:57:33,479 --> 00:57:34,615 And then you need to take 1387 00:57:34,615 --> 00:57:36,523 however long you think it's gonna take you 1388 00:57:36,523 --> 00:57:37,991 and go ahead and double it. 1389 00:57:37,991 --> 00:57:41,663 And that'll be close to how long it's gonna take you 1390 00:57:41,663 --> 00:57:42,983 to make this first game. 1391 00:57:42,983 --> 00:57:43,816 I met with Elizabeth 1392 00:57:43,816 --> 00:57:45,575 to find out her progress in the game. 1393 00:57:45,575 --> 00:57:47,853 She had done exactly what we asked her to do. 1394 00:57:47,853 --> 00:57:50,435 She took all the iconography and threaded it together 1395 00:57:50,435 --> 00:57:53,704 to create this really compelling, complex narrative. 1396 00:57:53,704 --> 00:57:55,895 And as I read her pages of brainstorming, 1397 00:57:55,895 --> 00:57:58,551 I felt my heart begin to sink. 1398 00:57:58,551 --> 00:57:59,659 A little bit of foreshadowing 1399 00:57:59,659 --> 00:58:02,168 into how he's gonna conduct himself 1400 00:58:02,168 --> 00:58:03,627 throughout the rest of the story. 1401 00:58:03,627 --> 00:58:06,835 - So okay, this is beautiful. 1402 00:58:06,835 --> 00:58:10,227 We're playing with some beautiful thematic elements. 1403 00:58:10,227 --> 00:58:13,930 I love the string of hearing the song of the world, 1404 00:58:13,930 --> 00:58:15,513 seeing the shadows. 1405 00:58:16,611 --> 00:58:17,611 I love that. 1406 00:58:20,871 --> 00:58:22,251 I don't know how we can convey that. 1407 00:58:22,251 --> 00:58:25,864 Like, I don't even know how we can suggest that. 1408 00:58:25,864 --> 00:58:30,031 We're gonna have such limited verbiage to work with. 1409 00:58:31,025 --> 00:58:32,692 - All right, so, um, 1410 00:58:35,015 --> 00:58:37,848 how much verbiage do we have then? 1411 00:58:39,547 --> 00:58:41,880 - Worst-case scenario, none. 1412 00:58:42,947 --> 00:58:46,280 And it's done with imagery and gameplay, 1413 00:58:47,222 --> 00:58:49,055 and, you know, like... 1414 00:58:53,479 --> 00:58:54,729 - Okay, so, um, 1415 00:58:57,287 --> 00:58:58,247 okay, well, then we need 1416 00:58:58,247 --> 00:58:59,222 to talk about-- - I mean, this, 1417 00:58:59,222 --> 00:59:00,055 well, this is good. 1418 00:59:00,055 --> 00:59:01,446 I mean, we need context. 1419 00:59:01,446 --> 00:59:06,193 This is awesome, and it creates a very beautiful world 1420 00:59:06,193 --> 00:59:09,193 for us to begin, you know, crafting. 1421 00:59:10,665 --> 00:59:13,169 It makes the world much more real. 1422 00:59:13,169 --> 00:59:16,002 And this is so much more specific. 1423 00:59:18,344 --> 00:59:19,920 How could I phrase it so that someone 1424 00:59:19,920 --> 00:59:24,087 who didn't speak technology could easily understand? 1425 00:59:25,285 --> 00:59:28,409 So okay, to put it in perspective, 1426 00:59:28,409 --> 00:59:31,441 so this is the information for the text document 1427 00:59:31,441 --> 00:59:33,857 that you just showed to me, all right. 1428 00:59:33,857 --> 00:59:38,082 This is 2.43 megabytes, small text file, right. 1429 00:59:38,082 --> 00:59:42,249 The game we're making has to fit inside of 512 kilobytes, 1430 00:59:44,025 --> 00:59:47,003 like 1/5 the size of this text document, the entire game. 1431 00:59:47,003 --> 00:59:48,745 We're not just talking about the text in the game. 1432 00:59:48,745 --> 00:59:51,273 I'm talking about the text and the graphics 1433 00:59:51,273 --> 00:59:53,465 and the music, and all the programming, mechanics 1434 00:59:53,465 --> 00:59:56,413 and functionability is gonna be 1/5 the size 1435 00:59:56,413 --> 00:59:59,366 of that text document that you've got up right now. 1436 00:59:59,366 --> 01:00:02,322 So in talking about reduction, 1437 01:00:02,322 --> 01:00:04,422 when I start freaking out over , over, 1438 01:00:04,422 --> 01:00:06,634 see, it's not because the world that you're building 1439 01:00:06,634 --> 01:00:10,038 isn't absolutely gorgeous and beautiful. 1440 01:00:10,038 --> 01:00:13,863 When I say I don't know how we're gonna make it fit, 1441 01:00:13,863 --> 01:00:16,758 that's what I'm talking about. 1442 01:00:16,758 --> 01:00:18,639 - So let's say for example then, 1443 01:00:18,639 --> 01:00:21,994 that you've created this incredible world, 1444 01:00:21,994 --> 01:00:26,042 and you need to put it on to a platform 1445 01:00:26,042 --> 01:00:30,482 that only allows five of your main good ideas, 1446 01:00:30,482 --> 01:00:32,734 and you don't want to change the story, 1447 01:00:32,734 --> 01:00:34,937 and you don't want to compromise on the integrity 1448 01:00:34,937 --> 01:00:38,858 of your work, how are you gonna take this incredible, 1449 01:00:38,858 --> 01:00:41,122 rich and diverse world-- 1450 01:00:41,122 --> 01:00:42,474 - I would have a problem. 1451 01:00:43,882 --> 01:00:46,318 , it would be like cutting off your hands 1452 01:00:46,318 --> 01:00:48,097 and feet to make yourself fit. 1453 01:00:48,097 --> 01:00:48,930 - Right. 1454 01:00:48,930 --> 01:00:50,278 Right. 1455 01:00:50,278 --> 01:00:54,519 - Which is one of my complaints about editing, the editor. 1456 01:00:54,519 --> 01:00:57,441 I mean, I left my best publisher, because the editor, 1457 01:00:57,441 --> 01:01:00,327 he cut out a whole first chapter of a Xanth novel. 1458 01:01:00,327 --> 01:01:02,251 He didn't know why that hurt me. 1459 01:01:02,251 --> 01:01:04,931 My parallel for that is the editor may say, you know, 1460 01:01:04,931 --> 01:01:06,295 "You're right 1461 01:01:06,295 --> 01:01:08,035 "So your left hand is inferior, right?" 1462 01:01:08,035 --> 01:01:08,868 "Yeah." 1463 01:01:08,868 --> 01:01:09,879 "Okay, so I'm gonna do you a favor. 1464 01:01:09,879 --> 01:01:12,577 "I'm gonna make you better by cutting off your left hand." 1465 01:01:12,577 --> 01:01:13,410 - Yeah. 1466 01:01:13,410 --> 01:01:15,511 - And he will not understand why you object. 1467 01:01:15,511 --> 01:01:17,083 - Yeah. 1468 01:01:17,083 --> 01:01:19,704 And Austin wasn't faring much better. 1469 01:01:19,704 --> 01:01:23,260 - So we've run into almost a narrative dilemma here, 1470 01:01:23,260 --> 01:01:27,611 because, you know, this character we've created, he's young. 1471 01:01:27,611 --> 01:01:29,863 He's kind of a vagabond. 1472 01:01:29,863 --> 01:01:33,431 He's a musician but also a little bit magical, 1473 01:01:33,431 --> 01:01:35,019 because he's a student of magic. 1474 01:01:35,019 --> 01:01:36,835 How am I supposed to convey that 1475 01:01:36,835 --> 01:01:39,335 in 16 pixels and three colors? 1476 01:01:40,191 --> 01:01:41,891 So this was the concept. 1477 01:01:41,891 --> 01:01:45,027 When you start reducing him down, 1478 01:01:45,027 --> 01:01:46,663 16 wide, you know, obviously, 1479 01:01:46,663 --> 01:01:49,631 all that detail just completely disappears. 1480 01:01:49,631 --> 01:01:51,715 - Is that, so... 1481 01:01:51,715 --> 01:01:54,893 - And then when you start getting rid of colors, 1482 01:01:54,893 --> 01:01:58,523 I started with, like, an overlay and just to try 1483 01:01:58,523 --> 01:02:02,690 and get the basic scale and shape of this sort of thing. 1484 01:02:05,047 --> 01:02:06,635 That's the best I came up with. 1485 01:02:07,944 --> 01:02:09,307 He looks like a drained Smurf. 1486 01:02:09,307 --> 01:02:10,891 Drained Smurf, I like that, yeah. 1487 01:02:10,891 --> 01:02:12,724 - Yeah, it's not good. 1488 01:02:13,863 --> 01:02:16,958 So yeah, that's harder than I thought. 1489 01:02:16,958 --> 01:02:19,090 It's crushing to have to destroy them 1490 01:02:19,090 --> 01:02:21,423 by reducing them to nothing, 1491 01:02:23,091 --> 01:02:27,258 to 16 pixels wide by 24 high and three colors, you know. 1492 01:02:29,055 --> 01:02:31,532 That's zero visual information. 1493 01:02:31,532 --> 01:02:33,299 So I guess what I'm wondering is 1494 01:02:33,299 --> 01:02:37,316 is the concept art creating an unrealistic expectation 1495 01:02:37,316 --> 01:02:40,919 for what we can actually do in sprites. 1496 01:02:40,919 --> 01:02:41,936 I stress the importance 1497 01:02:41,936 --> 01:02:43,394 of concepting everything out first, 1498 01:02:43,394 --> 01:02:45,780 but he pushed back suggesting maybe it was a waste 1499 01:02:45,780 --> 01:02:47,713 of time and even counterproductive not 1500 01:02:47,713 --> 01:02:49,890 to just jump straight to the sprites. 1501 01:02:49,890 --> 01:02:51,362 Truth is, neither of us knew how it was done 1502 01:02:51,362 --> 01:02:52,299 back in the '80s. 1503 01:02:52,299 --> 01:02:56,123 - At that time period, from like '85 to '94, 1504 01:02:56,123 --> 01:03:00,290 you relied heavily on illustrators to sell the game 1505 01:03:01,291 --> 01:03:02,387 through their box art. 1506 01:03:02,387 --> 01:03:03,626 And it was a great time. 1507 01:03:03,626 --> 01:03:06,506 It was a very exciting time if you were in the arts, 1508 01:03:06,506 --> 01:03:08,693 and you were an illustrator, 1509 01:03:08,693 --> 01:03:10,838 to be doing this kind of packaging. 1510 01:03:10,838 --> 01:03:12,983 - Dragon Quest, where we had Akira Toriyama, 1511 01:03:12,983 --> 01:03:14,671 who was known for his work in manga. 1512 01:03:14,671 --> 01:03:18,015 Here is a premier comic artist. 1513 01:03:18,015 --> 01:03:21,612 And Enix runs out and says, "Hey, we got to get this guy, 1514 01:03:21,612 --> 01:03:22,631 "and we got to put his art in the game. 1515 01:03:22,631 --> 01:03:23,839 "We got to do it right now." 1516 01:03:23,839 --> 01:03:26,047 And he makes little Akira Toriyama characters 1517 01:03:26,047 --> 01:03:27,547 that remain iconic to this day. 1518 01:03:27,547 --> 01:03:30,030 Characters like Slime or Dracky are some of those. 1519 01:03:30,030 --> 01:03:31,672 And at the same time, there's character portraits 1520 01:03:31,672 --> 01:03:33,195 that became a part of the series. 1521 01:03:33,195 --> 01:03:34,492 And you would look at the, you know, 1522 01:03:34,492 --> 01:03:36,455 the Japanese box for Dragon Quest, 1523 01:03:36,455 --> 01:03:37,910 which was Dragon Warrior here. 1524 01:03:37,910 --> 01:03:39,309 You look at the Japanese box of that, 1525 01:03:39,309 --> 01:03:40,582 and you look at the art in the game, 1526 01:03:40,582 --> 01:03:41,810 and they actually resemble one another. 1527 01:03:41,810 --> 01:03:43,790 - Oh yeah, I remember the player guide of that. 1528 01:03:43,790 --> 01:03:44,677 It's still on my shelf. 1529 01:03:44,677 --> 01:03:46,881 It's the most amazing game art. 1530 01:03:46,881 --> 01:03:48,893 That's what I'm aspiring to here. 1531 01:03:48,893 --> 01:03:50,049 - Right, so there were situations 1532 01:03:50,049 --> 01:03:51,457 where it began as a concept, 1533 01:03:51,457 --> 01:03:53,197 and then it was adapted that way. 1534 01:03:53,197 --> 01:03:54,481 Interesting, okay. 1535 01:03:54,481 --> 01:03:56,987 - Having somebody around, a creative team, 1536 01:03:56,987 --> 01:03:59,775 that's into it enough to create a vision of it 1537 01:03:59,775 --> 01:04:02,700 for the rest of the team has got to be necessary. 1538 01:04:02,700 --> 01:04:05,532 And my classic example is Mega Man 2, 1539 01:04:05,532 --> 01:04:09,224 where there was a complete disconnect between sales 1540 01:04:09,224 --> 01:04:11,316 and the people that were doing the game. 1541 01:04:11,316 --> 01:04:15,100 I love the Mega Man character he became. 1542 01:04:15,100 --> 01:04:16,990 But I mean, when they handed it to me, 1543 01:04:16,990 --> 01:04:20,862 with no drawing beforehand and nothing to go on, 1544 01:04:20,862 --> 01:04:23,354 and they said, "Draw us a Mega Man," 1545 01:04:23,354 --> 01:04:24,706 well, I was thinking man. 1546 01:04:24,706 --> 01:04:26,338 I drew a mega man, you know. 1547 01:04:26,338 --> 01:04:30,126 And , and like Superman, you know, Batman, 1548 01:04:30,126 --> 01:04:31,566 let's draw Mega Man. 1549 01:04:31,566 --> 01:04:32,747 So I drew him. 1550 01:04:32,747 --> 01:04:35,570 And so there I was, left 30 years later, 1551 01:04:35,570 --> 01:04:37,910 twisting in the wind with my art being called one 1552 01:04:37,910 --> 01:04:41,077 of the 50 worst game pieces ever done. 1553 01:04:42,106 --> 01:04:45,422 How could that illustrator be such an idiot? 1554 01:04:45,422 --> 01:04:47,935 Nobody showed me any drawings. 1555 01:04:47,935 --> 01:04:51,202 So I think drawings are critical, always. 1556 01:04:51,202 --> 01:04:53,226 - I couldn't just start out on graph paper. 1557 01:04:53,226 --> 01:04:54,647 I didn't have enough knowledge yet 1558 01:04:54,647 --> 01:04:56,405 of working in that limitation. 1559 01:04:56,405 --> 01:04:59,852 So I'd still spend time drawing out a full illustration, 1560 01:04:59,852 --> 01:05:01,827 which wasn't wasted, 'cause we were able to put that art 1561 01:05:01,827 --> 01:05:03,763 into the manuals, when they had manuals 1562 01:05:03,763 --> 01:05:05,151 back then, right? - Sure, yeah, yeah. 1563 01:05:05,151 --> 01:05:07,419 - And that was great, because what we found 1564 01:05:07,419 --> 01:05:09,741 that it did is it, when somebody got the game, 1565 01:05:09,741 --> 01:05:11,259 and they opened up their little treasure box, 1566 01:05:11,259 --> 01:05:12,934 and they started looking through the manual and looking 1567 01:05:12,934 --> 01:05:16,144 at the characters, it started to visually give them an idea 1568 01:05:16,144 --> 01:05:19,236 of all the detail, all the nuances, all the facets 1569 01:05:19,236 --> 01:05:20,947 that made this character up. 1570 01:05:20,947 --> 01:05:25,176 So they were able to take that impression on to the screen 1571 01:05:25,176 --> 01:05:26,433 with the very limited character, 1572 01:05:26,433 --> 01:05:28,236 but they were able to see the mystery scar. 1573 01:05:28,236 --> 01:05:30,816 They were able to see the satchels and packs. 1574 01:05:30,816 --> 01:05:33,352 When all it was was maybe three brown pixels. 1575 01:05:33,352 --> 01:05:35,256 As for me, working within these constraints 1576 01:05:35,256 --> 01:05:38,465 had me questioning my ability as a musician. 1577 01:05:39,384 --> 01:05:42,992 - Can't just take an MP3 and play it through you NES. 1578 01:05:42,992 --> 01:05:45,939 Back in, I think it was '98 or '99, 1579 01:05:45,939 --> 01:05:47,112 I had been waiting for someone 1580 01:05:47,112 --> 01:05:49,108 to come up with a audio format 1581 01:05:49,108 --> 01:05:51,236 for the NES and nobody did it. 1582 01:05:51,236 --> 01:05:52,773 So I finally, one day, decided okay, 1583 01:05:52,773 --> 01:05:53,684 I'm sick and tired of it. 1584 01:05:53,684 --> 01:05:54,820 I'm gonna do it. 1585 01:05:54,820 --> 01:05:58,046 The code manipulates these audio channel registers 1586 01:05:58,046 --> 01:06:00,177 to square waves, the triangle, the noise channel 1587 01:06:00,177 --> 01:06:03,550 and the digitized channel to actually make the music. 1588 01:06:05,421 --> 01:06:07,267 - When I sit down to write a metal tune, 1589 01:06:07,267 --> 01:06:08,558 the song is written already. 1590 01:06:08,558 --> 01:06:10,402 I've been thinking about it for the past few days 1591 01:06:10,402 --> 01:06:11,235 or the past few hours. 1592 01:06:11,235 --> 01:06:13,966 Maybe it's a eureka moment, or I wake up with a crazy dream, 1593 01:06:13,966 --> 01:06:14,986 get over to the studio, 1594 01:06:14,986 --> 01:06:15,819 and it's there. 1595 01:06:15,819 --> 01:06:18,786 And I just . 1596 01:06:18,786 --> 01:06:20,604 And just go as fast as I can and get it out 1597 01:06:20,604 --> 01:06:22,714 before it evaporates. 1598 01:06:22,714 --> 01:06:25,019 With NES, you don't have that luxury. 1599 01:06:25,019 --> 01:06:26,597 You try to get your ideas out. 1600 01:06:26,597 --> 01:06:28,354 You fail over and over and over again, 1601 01:06:28,354 --> 01:06:31,126 and you refine the song until it makes sense. 1602 01:06:31,126 --> 01:06:35,025 So it completely changes the way that you write music. 1603 01:06:35,025 --> 01:06:37,502 It's impossible to improvise the same way 1604 01:06:37,502 --> 01:06:39,068 that you do on a live instrument. 1605 01:06:39,068 --> 01:06:41,141 - You know, I would write some things, 1606 01:06:41,141 --> 01:06:42,767 and then I'd get 'em in a MIDI file, 1607 01:06:42,767 --> 01:06:45,076 and then they had to translate the MIDI file 1608 01:06:45,076 --> 01:06:47,664 to an ASCII file, which basically ended up 1609 01:06:47,664 --> 01:06:50,067 just being a paragraph of numbers. 1610 01:06:50,067 --> 01:06:54,027 It was eight boxes across and eight boxes down. 1611 01:06:54,027 --> 01:06:56,055 So I had 64 boxes. 1612 01:06:56,055 --> 01:07:00,222 And so each of those little boxes represented something that 1613 01:07:01,667 --> 01:07:03,891 that wave could've done. 1614 01:07:03,891 --> 01:07:06,635 And that's how I would try to make sounds. 1615 01:07:06,635 --> 01:07:08,691 - You have to learn how to program a spreadsheet. 1616 01:07:08,691 --> 01:07:09,995 And it's really, really limited, 1617 01:07:09,995 --> 01:07:12,487 and it's really difficult to get your mind around it. 1618 01:07:12,487 --> 01:07:14,451 - If we were to start with, you know, 1619 01:07:14,451 --> 01:07:17,629 some basic chordal progressions, 1620 01:07:17,629 --> 01:07:20,613 so we can establish sort of mode, you know, 1621 01:07:20,613 --> 01:07:23,315 to give it sort of an emotive feel. 1622 01:07:23,315 --> 01:07:26,227 Back to that A suspended to an E minor. 1623 01:07:26,227 --> 01:07:27,060 - Okay. 1624 01:07:27,060 --> 01:07:28,049 - So basically we're going... 1625 01:07:34,606 --> 01:07:36,391 There we go. 1626 01:07:36,391 --> 01:07:38,019 If you want to make it a little prettier than that. 1627 01:07:38,019 --> 01:07:38,852 - Sure. 1628 01:07:38,852 --> 01:07:41,238 - How do you translate, you know, 1629 01:07:41,238 --> 01:07:43,001 I strummed a guitar chord, 1630 01:07:44,758 --> 01:07:46,008 then over to... 1631 01:07:51,358 --> 01:07:54,198 Literally, you are rehearsed 1632 01:07:54,198 --> 01:07:56,826 in playing music with a keyboard, 1633 01:07:56,826 --> 01:07:58,473 with a computer keyboard - With a QWERTY keyboard. 1634 01:07:58,473 --> 01:07:59,318 - With a QWERTY keyboard. 1635 01:08:16,046 --> 01:08:17,634 But it was like trying to create music this way 1636 01:08:17,634 --> 01:08:20,386 was activating the wrong side of my brain or something. 1637 01:08:20,386 --> 01:08:24,078 I couldn't create anything that I considered compelling. 1638 01:08:24,078 --> 01:08:26,053 And trying to split my attention between that 1639 01:08:26,053 --> 01:08:28,949 and the coding was so draining, 1640 01:08:28,949 --> 01:08:32,565 especially when the code started to break. 1641 01:08:32,565 --> 01:08:33,440 Everything's fine, right? 1642 01:08:33,440 --> 01:08:35,465 Everything's playing the way that it should, 1643 01:08:35,465 --> 01:08:36,621 and then yada, yada, yada, 1644 01:08:36,621 --> 01:08:39,648 I'm walking along, da, da, and then... 1645 01:08:39,648 --> 01:08:40,740 Oh. 1646 01:08:42,840 --> 01:08:44,504 Like, I don't know what could cause that. 1647 01:08:44,504 --> 01:08:46,345 I don't know what. 1648 01:08:46,345 --> 01:08:47,533 - Oh. 1649 01:08:47,533 --> 01:08:48,550 - Yeah. - It's getting worse. 1650 01:08:48,550 --> 01:08:50,113 - And it gets worse and worse. 1651 01:08:50,113 --> 01:08:52,987 And then all of a sudden, it completely breaks. 1652 01:08:52,987 --> 01:08:54,863 You know, I started to look through and tried, you know, 1653 01:08:54,863 --> 01:08:56,649 what, where-- - And now they're flashing. 1654 01:08:56,649 --> 01:08:57,701 - There's that jumping, yeah. 1655 01:08:57,701 --> 01:09:00,701 So why, what, I, can't release that. 1656 01:09:02,470 --> 01:09:04,171 There's 20,000 lines of code at this point. 1657 01:09:04,171 --> 01:09:05,270 I don't even know where to look. 1658 01:09:05,270 --> 01:09:06,171 Where do you start looking? 1659 01:09:06,171 --> 01:09:08,110 - Can you go back to the forums, 1660 01:09:08,110 --> 01:09:10,527 talk to Temples and Mumblers? 1661 01:09:14,447 --> 01:09:16,778 - Memblers and Tepples, uh, 1662 01:09:16,778 --> 01:09:18,567 well, no, it's not like that anymore. 1663 01:09:18,567 --> 01:09:21,586 I mean, they showed me the foundational information 1664 01:09:21,586 --> 01:09:23,337 of how to get this thing set up, 1665 01:09:23,337 --> 01:09:27,766 but I've been off the script for a really long time. 1666 01:09:27,766 --> 01:09:28,897 The only person at this point 1667 01:09:28,897 --> 01:09:32,206 who understands the complexities 1668 01:09:32,206 --> 01:09:33,956 of this engine is me. 1669 01:09:35,817 --> 01:09:37,475 - You find a bug. 1670 01:09:37,475 --> 01:09:39,987 And how long does it take to find that bug 1671 01:09:39,987 --> 01:09:41,876 and to fix that bug? 1672 01:09:41,876 --> 01:09:43,787 It's the same problems 1673 01:09:43,787 --> 01:09:46,897 that the developers were having 25, 30 years ago, 1674 01:09:46,897 --> 01:09:48,878 but we don't have millions of dollars backing us up 1675 01:09:48,878 --> 01:09:52,587 in the development studio to figure out that problem, right. 1676 01:09:52,587 --> 01:09:55,649 - You get stuck on, and in my own journey, 1677 01:09:55,649 --> 01:09:58,638 I got stuck on one little problem 1678 01:09:58,638 --> 01:10:00,577 for like a month or two. 1679 01:10:00,577 --> 01:10:02,198 You get bogged down at a certain point, 1680 01:10:02,198 --> 01:10:03,889 even after you know what you're doing. 1681 01:10:03,889 --> 01:10:06,110 - As you're making the game, 1682 01:10:06,110 --> 01:10:07,578 the code just turns into spaghetti. 1683 01:10:07,578 --> 01:10:10,818 I mean, you have a subroutine jumping to this bank. 1684 01:10:10,818 --> 01:10:13,069 And when it's pulling music, it's going to this bank. 1685 01:10:13,069 --> 01:10:15,454 And it just turns into a huge mess. 1686 01:10:15,454 --> 01:10:18,855 And you start changing one value, 1687 01:10:18,855 --> 01:10:19,921 and the whole thing blows up, 1688 01:10:19,921 --> 01:10:23,483 and you're like, "What did I just do?" 1689 01:10:23,483 --> 01:10:24,704 - How did you, back in the day, 1690 01:10:24,704 --> 01:10:28,484 before there were these lofty debugging tools built 1691 01:10:28,484 --> 01:10:32,232 into these engines, how did you debug the code? 1692 01:10:32,232 --> 01:10:33,504 - You would do what's typically 1693 01:10:33,504 --> 01:10:36,297 called rubber duck debugging. 1694 01:10:36,297 --> 01:10:39,328 - Dare I even ask what rubber duck debugging 1695 01:10:39,328 --> 01:10:40,692 could possible mean? 1696 01:10:40,692 --> 01:10:41,908 - Look at your code. 1697 01:10:41,908 --> 01:10:43,496 You think about what it's going to do, 1698 01:10:43,496 --> 01:10:46,600 and you explain what your code should be doing 1699 01:10:46,600 --> 01:10:49,256 and why you've written it that way. 1700 01:10:49,256 --> 01:10:53,440 What's key is being able to explain your code, 1701 01:10:53,440 --> 01:10:55,523 whether it's someone else 1702 01:10:56,588 --> 01:10:58,833 or even an inanimate object such as-- 1703 01:10:58,833 --> 01:11:01,158 - A rubber duck, right, okay, 1704 01:11:01,158 --> 01:11:04,407 so you take a little, yellow, rubber, squeaky ducky, 1705 01:11:04,407 --> 01:11:05,983 and you put it next to your computer station, 1706 01:11:05,983 --> 01:11:08,165 and when you have trouble, you start 1707 01:11:08,165 --> 01:11:09,351 explaining your code. - You explain it. 1708 01:11:09,351 --> 01:11:10,703 - You'll be explaining, explaining, explaining, 1709 01:11:10,703 --> 01:11:13,677 and then oh, oh, there it is, 'cause I didn't. 1710 01:11:13,677 --> 01:11:14,675 No, no, I get it, I get it. 1711 01:11:14,675 --> 01:11:16,643 - So it's essentially the act of teaching, 1712 01:11:16,643 --> 01:11:18,807 the act of explaining what's going on, 1713 01:11:18,807 --> 01:11:22,553 that helps organize the code in your own mind. 1714 01:11:22,553 --> 01:11:23,386 You tell the duck. - I have people 1715 01:11:23,386 --> 01:11:25,412 that think I'm crazy already. 1716 01:11:25,412 --> 01:11:27,755 If I'm sitting there talking to a little, yellow duck-- 1717 01:11:27,755 --> 01:11:29,435 - Now it doesn't have to be a yellow duck. 1718 01:11:29,435 --> 01:11:30,268 - And that's good, 1719 01:11:30,268 --> 01:11:32,697 because I couldn't really see myself explaining my code 1720 01:11:32,697 --> 01:11:35,595 to a yellow duck, but I did have someone who was constantly 1721 01:11:35,595 --> 01:11:37,847 in the studio that always seemed eager to help. 1722 01:11:37,847 --> 01:11:39,915 We load x into object counter. 1723 01:11:39,915 --> 01:11:43,998 So when we call object type x in building a y. 1724 01:11:45,849 --> 01:11:47,932 And so this kind of became my weird routine 1725 01:11:47,932 --> 01:11:50,593 when I'd find myself stuck in the corner with code. 1726 01:11:50,593 --> 01:11:52,393 I'd explain it to Georgia the dog 1727 01:11:52,393 --> 01:11:55,329 until a solution presented itself. 1728 01:11:55,329 --> 01:11:58,657 Not the most elegant solution, but it got results way more 1729 01:11:58,657 --> 01:11:59,698 than I'm proud to admit. 1730 01:11:59,698 --> 01:12:02,313 That's supposed to be a y, isn't it? 1731 01:12:02,313 --> 01:12:03,885 That definitely says x. 1732 01:12:03,885 --> 01:12:07,303 And it's supposed to be a y . 1733 01:12:07,303 --> 01:12:10,141 Oh you're a good rubber ducky, booger. 1734 01:12:10,141 --> 01:12:11,717 Finding a solution to Elizabeth's issue 1735 01:12:11,717 --> 01:12:13,773 was maybe a little bit more complex. 1736 01:12:13,773 --> 01:12:14,742 Unlike Piers Anthony, 1737 01:12:14,742 --> 01:12:18,230 Elizabeth had a great creative relationship with her editor 1738 01:12:18,230 --> 01:12:19,593 And while visiting her in Norway, 1739 01:12:19,593 --> 01:12:21,375 she decided to solicit her help 1740 01:12:21,375 --> 01:12:25,107 in what she considered an impossible narrative puzzle. 1741 01:12:25,107 --> 01:12:26,491 - It's going all right. 1742 01:12:26,491 --> 01:12:27,992 It's interesting. 1743 01:12:27,992 --> 01:12:29,242 It's different. 1744 01:12:30,681 --> 01:12:32,745 In what way? 1745 01:12:32,745 --> 01:12:36,787 - I'm just, never, I'm not used to being so restricted. 1746 01:12:36,787 --> 01:12:38,165 It's like working, 1747 01:12:38,165 --> 01:12:40,936 it's like working the wrong way around, you know. 1748 01:12:40,936 --> 01:12:42,067 Right, let me formulate it. 1749 01:12:42,067 --> 01:12:44,605 Let me try and explain 1750 01:12:44,605 --> 01:12:45,904 where I'm at, right. 1751 01:12:45,904 --> 01:12:50,374 One of the challenges I face is that I can create a world 1752 01:12:50,374 --> 01:12:52,893 of these mini-stories that help to build the character 1753 01:12:52,893 --> 01:12:55,226 and help to build the world, 1754 01:12:56,232 --> 01:12:58,342 but every time I present them, 1755 01:12:58,342 --> 01:13:00,081 their response is "Oh that's great. 1756 01:13:00,081 --> 01:13:01,283 "That would be fantastic 1757 01:13:01,283 --> 01:13:03,440 "if this was a novel we were writing. 1758 01:13:03,440 --> 01:13:05,829 "But it's an eight-bit game we're writing. 1759 01:13:05,829 --> 01:13:06,910 "It doesn't work. 1760 01:13:06,910 --> 01:13:09,680 "In game mechanics, none of this shit works." 1761 01:13:09,680 --> 01:13:11,661 Following our lead in exploring nostalgia 1762 01:13:11,661 --> 01:13:14,288 and the folklore of our youths, Elizabeth went on a mission 1763 01:13:14,288 --> 01:13:16,419 to reexamine the common folklore of Norway 1764 01:13:16,419 --> 01:13:18,565 that she remembered from her own childhood, 1765 01:13:18,565 --> 01:13:19,446 hoping it would push her 1766 01:13:19,446 --> 01:13:21,529 in a narrative direction. 1767 01:13:34,635 --> 01:13:35,974 She was struck by how primitive 1768 01:13:35,974 --> 01:13:37,945 and simple the folklore was. 1769 01:13:37,945 --> 01:13:41,528 And there was an interesting reason for it. 1770 01:13:54,904 --> 01:13:57,890 - It was kind of memory lane, you know. 1771 01:13:57,890 --> 01:13:59,901 It was nostalgic, to revisit some 1772 01:13:59,901 --> 01:14:01,475 of these stories I haven't even thought about 1773 01:14:01,475 --> 01:14:02,892 for 20-odd years. 1774 01:14:04,882 --> 01:14:08,549 The simplicity of the Norwegian folk stories 1775 01:14:09,770 --> 01:14:12,846 is a really nice parallel with the simplicity 1776 01:14:12,846 --> 01:14:14,846 of this eight-bit world. 1777 01:14:17,059 --> 01:14:18,562 What we need to start doing now 1778 01:14:18,562 --> 01:14:21,091 is finding individual building blocks 1779 01:14:21,091 --> 01:14:22,979 and creating the mini-stories, 1780 01:14:22,979 --> 01:14:26,147 the individual lessons that the hero goes through. 1781 01:14:26,147 --> 01:14:28,815 Yeah, so, you know, I went to Norway, 1782 01:14:28,815 --> 01:14:30,784 spent a week there, did quite a lot of research, 1783 01:14:30,784 --> 01:14:34,988 and I was lucky enough to get a really cool tour 1784 01:14:34,988 --> 01:14:39,340 of Hunderfossen, which is this fairly ancient place 1785 01:14:39,340 --> 01:14:43,089 in the depth, the darkest depths of Norway. 1786 01:14:43,089 --> 01:14:46,210 But they study old folklore. 1787 01:14:46,210 --> 01:14:47,722 They've collected the old folklore. 1788 01:14:47,722 --> 01:14:50,241 And the really crazy thing about the Norwegian stories is 1789 01:14:50,241 --> 01:14:53,241 that unlike the mythology of Europe, 1790 01:14:54,169 --> 01:14:56,749 where there's a lot of spirituality infused, 1791 01:14:56,749 --> 01:15:00,109 there's a lot of creation myth infused into that lot, 1792 01:15:00,109 --> 01:15:01,665 it's not so in Norway. 1793 01:15:01,665 --> 01:15:04,289 It's really quite, it's quite superficial in many levels. 1794 01:15:04,289 --> 01:15:06,797 It's much more to bring warning. 1795 01:15:06,797 --> 01:15:08,717 Don't go walking in the swamp, 1796 01:15:08,717 --> 01:15:10,965 because the Huldra might come. 1797 01:15:10,965 --> 01:15:13,001 And she's this lady, and she's all sexy-- 1798 01:15:13,001 --> 01:15:14,981 - So it's really like to warn children against bad behavior 1799 01:15:14,981 --> 01:15:16,683 and not necessarily-- - Exactly, exactly. 1800 01:15:16,683 --> 01:15:18,086 - This is connected to some supernatural-- 1801 01:15:18,086 --> 01:15:19,661 - That's interesting. - Precisely. 1802 01:15:19,661 --> 01:15:20,770 Yeah, precisely. - More, sort of, 1803 01:15:20,770 --> 01:15:23,621 the first order of mythology is instruction. 1804 01:15:23,621 --> 01:15:24,948 - Exactly, yeah. 1805 01:15:24,948 --> 01:15:26,760 Austin also reached out externally for help 1806 01:15:26,760 --> 01:15:28,216 with his part of the project. 1807 01:15:28,216 --> 01:15:29,792 Now Jherin Miller was just a kid. 1808 01:15:29,792 --> 01:15:31,860 He wasn't even alive when the NES was relevant. 1809 01:15:31,860 --> 01:15:33,312 But his proposed sprite art 1810 01:15:33,312 --> 01:15:35,709 for our game characters was amazing. 1811 01:15:35,709 --> 01:15:39,084 - So obviously you're a good illustrator. 1812 01:15:39,084 --> 01:15:41,224 But you understand pixel art in a way that 1813 01:15:41,224 --> 01:15:43,408 when I first started looking at it, 1814 01:15:43,408 --> 01:15:45,279 it's harder than it seems like it would be, you know. 1815 01:15:45,279 --> 01:15:46,746 - Yeah. 1816 01:15:46,746 --> 01:15:49,023 - Can you tell me, like, what do you think about 1817 01:15:49,023 --> 01:15:51,227 when you start working on a sprite? 1818 01:15:51,227 --> 01:15:52,221 What's your process like? 1819 01:15:52,221 --> 01:15:55,373 - Yeah, usually, if I have an idea for a character 1820 01:15:55,373 --> 01:15:57,997 or something, I just stick with one color 1821 01:15:57,997 --> 01:16:00,230 and just, like, blob things in 1822 01:16:00,230 --> 01:16:03,817 until it kind of looks like something recognizable. 1823 01:16:03,817 --> 01:16:07,329 And then I'll go back over that and refine it 1824 01:16:07,329 --> 01:16:10,161 into a shape that makes more sense. 1825 01:16:10,161 --> 01:16:11,347 So you build the silhouette first? 1826 01:16:11,347 --> 01:16:12,885 - Yeah, yeah. - Okay. 1827 01:16:12,885 --> 01:16:13,882 That's interesting. 1828 01:16:13,882 --> 01:16:15,170 I should've thought of that. 1829 01:16:15,170 --> 01:16:16,562 Matt Groening always says that a character has 1830 01:16:16,562 --> 01:16:19,022 to have a recognizable silhouette first. 1831 01:16:19,022 --> 01:16:20,958 One of the things that I noticed about your work, 1832 01:16:20,958 --> 01:16:24,290 and that really impresses me, is your ability 1833 01:16:24,290 --> 01:16:26,958 to suggest detail with just a few pixels. 1834 01:16:26,958 --> 01:16:30,046 For instance, some of the test sprites 1835 01:16:30,046 --> 01:16:32,786 that you did for Amriya, 1836 01:16:32,786 --> 01:16:36,014 you know, she's got two pixels that suggests 1837 01:16:36,014 --> 01:16:39,567 that she has feminine, angry, magical eyes. 1838 01:16:42,428 --> 01:16:47,011 How do you go about creating a gestalt impression 1839 01:16:47,011 --> 01:16:48,886 with such limited tools? 1840 01:16:48,886 --> 01:16:51,977 - Yeah, actually that's a trick I learned is 1841 01:16:51,977 --> 01:16:53,858 to step back a few feet, or even look at it 1842 01:16:53,858 --> 01:16:56,149 from across the room. 1843 01:16:56,149 --> 01:16:58,685 Or I try to blur my eyes and just see it as like a bunch 1844 01:16:58,685 --> 01:17:00,960 of blobs instead of crisp pixels. 1845 01:17:00,960 --> 01:17:01,918 - That's hilarious. 1846 01:17:01,918 --> 01:17:03,909 I mean, I know the same trick obviously, 1847 01:17:03,909 --> 01:17:06,265 but I think about it in terms of composition, you know, 1848 01:17:06,265 --> 01:17:09,189 and like, is it jumping off the shelf from across the room. 1849 01:17:10,560 --> 01:17:11,757 Once I saw what he was doing, 1850 01:17:11,757 --> 01:17:14,305 it seemed so obvious. 1851 01:17:14,305 --> 01:17:18,655 I mean, these are core principles of character design. 1852 01:17:18,655 --> 01:17:20,877 I'm not sure why I felt like I needed 1853 01:17:20,877 --> 01:17:24,094 to deconstruct that for this project. 1854 01:17:24,094 --> 01:17:25,089 - So this is a style 1855 01:17:25,089 --> 01:17:27,901 that you feel more comfortable working in now? 1856 01:17:27,901 --> 01:17:30,889 - Yeah, no, I mean, this is something that we can produce. 1857 01:17:30,889 --> 01:17:33,297 I can work within this. 1858 01:17:33,297 --> 01:17:35,431 We were really excited about this new visual style 1859 01:17:35,431 --> 01:17:36,289 that we were working with, 1860 01:17:36,289 --> 01:17:37,561 but we were a little too close to it. 1861 01:17:37,561 --> 01:17:38,969 We already knew what these graphics 1862 01:17:38,969 --> 01:17:40,739 were supposed to represent. 1863 01:17:40,739 --> 01:17:42,269 In order to find out what other saw 1864 01:17:42,269 --> 01:17:43,785 when they looked at the art, we got together 1865 01:17:43,785 --> 01:17:46,198 with the Ringling College of Art and Design Game Club, 1866 01:17:46,198 --> 01:17:48,538 and giving them only the low-resolution pixel art, 1867 01:17:48,538 --> 01:17:51,089 we asked them to reverse engineer concept 1868 01:17:51,089 --> 01:17:55,461 to determine what our sprites were suggesting. 1869 01:17:55,461 --> 01:17:56,754 - And it was really interesting, 1870 01:17:56,754 --> 01:18:00,834 going through the pixel art, to see how reading the forms 1871 01:18:00,834 --> 01:18:03,610 of the pixels help to inform the way 1872 01:18:03,610 --> 01:18:06,714 that we illustrate that from there. 1873 01:18:06,714 --> 01:18:07,547 - It was really fun. 1874 01:18:07,547 --> 01:18:10,354 It's a really interesting process that we 1875 01:18:10,354 --> 01:18:12,590 as a group of like 10 or 15, plus more, 1876 01:18:12,590 --> 01:18:15,095 would have maybe five to 10 different variations 1877 01:18:15,095 --> 01:18:16,865 of the same character. 1878 01:18:16,865 --> 01:18:17,830 - And I think it was really interesting 1879 01:18:17,830 --> 01:18:18,838 how many people were like, 1880 01:18:18,838 --> 01:18:20,014 "Okay, so they're androgynous. 1881 01:18:20,014 --> 01:18:22,054 "I'm not gonna give them any defining features 1882 01:18:22,054 --> 01:18:23,838 "as to whether or not they're a boy or a girl." 1883 01:18:23,838 --> 01:18:26,958 - We ran into many differences with the hero character 1884 01:18:26,958 --> 01:18:28,906 and his choice of weapon. 1885 01:18:28,906 --> 01:18:30,994 - Having the eyes being the main part 1886 01:18:30,994 --> 01:18:32,041 of the face, it was interesting 1887 01:18:32,041 --> 01:18:35,680 to see how many people gave the character those big, 1888 01:18:35,680 --> 01:18:39,222 appealing, sort of anime-ish eyes. 1889 01:18:39,222 --> 01:18:43,540 - I mean, the pixel art gives you like an iconic silhouette. 1890 01:18:43,540 --> 01:18:45,718 But I think that it's really cool finding all 1891 01:18:45,718 --> 01:18:47,885 that a single dot can say. 1892 01:19:00,373 --> 01:19:01,794 - I think any kind of music that you make 1893 01:19:01,794 --> 01:19:03,486 that makes a statement and is special 1894 01:19:03,486 --> 01:19:05,602 and is memorable has to come from the heart. 1895 01:19:05,602 --> 01:19:06,818 And that sounds super pretentious, 1896 01:19:06,818 --> 01:19:08,466 but it's harder than you think to make 1897 01:19:08,466 --> 01:19:11,031 that actually happen when there's deadlines, 1898 01:19:11,031 --> 01:19:13,747 and there's technology you don't understand. 1899 01:19:13,747 --> 01:19:17,914 It's not easy to be genuine with limitations like that. 1900 01:19:42,246 --> 01:19:45,494 - Being able to get something that brings an emotion 1901 01:19:45,494 --> 01:19:48,958 to the surface for someone looking at your artwork 1902 01:19:48,958 --> 01:19:51,838 or listening to your music or whatever, it's very important. 1903 01:19:51,838 --> 01:19:55,994 Simple artwork can still, you know, can still evoke. 1904 01:19:55,994 --> 01:19:59,578 Simple tones can still cause emotion. 1905 01:20:27,045 --> 01:20:28,254 - We definitely turned a corner. 1906 01:20:28,254 --> 01:20:29,890 We were able to create compelling assets 1907 01:20:29,890 --> 01:20:31,662 for our NES experience. 1908 01:20:31,662 --> 01:20:33,954 We just weren't able to create 'em fast enough. 1909 01:20:33,954 --> 01:20:37,312 This is an example of what the main table looks like, 1910 01:20:37,312 --> 01:20:40,356 all the data that tells what tiles to draw 1911 01:20:40,356 --> 01:20:42,933 for the screen, and then this is the collision data 1912 01:20:42,933 --> 01:20:45,312 that we've come up with that sort of correlates, right. 1913 01:20:45,312 --> 01:20:48,336 And it's not like it's hard to type all this data in, 1914 01:20:48,336 --> 01:20:51,844 but it takes forever, and it's a lot of cutting and pasting. 1915 01:20:51,844 --> 01:20:53,207 And here's the bigger problem. 1916 01:20:53,207 --> 01:20:54,843 We test the game, right, 1917 01:20:54,843 --> 01:20:56,944 and then oh yeah, it's in the wrong spot. 1918 01:20:56,944 --> 01:20:58,664 Then I've got to open this file. 1919 01:20:58,664 --> 01:21:00,179 And I've got to find, I've got to remember oh, 1920 01:21:00,179 --> 01:21:02,024 it was one, two, three, four, five over. 1921 01:21:02,024 --> 01:21:03,173 Then I got to open this file. 1922 01:21:03,173 --> 01:21:04,074 And I've got to change some of it. 1923 01:21:04,074 --> 01:21:08,441 Ah, what was the hex value for water again? 1924 01:21:08,441 --> 01:21:09,531 Was it two or three? 1925 01:21:09,531 --> 01:21:10,364 Ah, I can't remember. 1926 01:21:10,364 --> 01:21:12,433 Then I got to look at my lookup chart. 1927 01:21:12,433 --> 01:21:14,064 And then I got oh yeah, it was three, okay. 1928 01:21:14,064 --> 01:21:17,918 And then I got, what was the tile number for tile three? 1929 01:21:17,918 --> 01:21:19,565 If we're gonna finish this game this decade, 1930 01:21:19,565 --> 01:21:21,771 we need a more efficient way 1931 01:21:21,771 --> 01:21:25,267 of getting the data for these screens. 1932 01:21:25,267 --> 01:21:27,967 Is it possible to create a tool, like in a modern language, 1933 01:21:27,967 --> 01:21:29,582 I know you're really good at this kind of stuff, 1934 01:21:29,582 --> 01:21:32,802 that can sort of give me the values that I need? 1935 01:21:32,802 --> 01:21:34,441 - Yeah, easy. 1936 01:21:34,441 --> 01:21:36,810 Really the next step for us is to find out 1937 01:21:36,810 --> 01:21:38,340 what your requirements are. 1938 01:21:38,340 --> 01:21:39,377 I'll set up the tools. 1939 01:21:39,377 --> 01:21:40,561 That way, you can focus more 1940 01:21:40,561 --> 01:21:42,285 on the actual world and the story. 1941 01:21:43,401 --> 01:21:44,437 We devoted a good bit of time 1942 01:21:44,437 --> 01:21:46,354 to creating a design document that would explain 1943 01:21:46,354 --> 01:21:49,101 to Josh exactly the kind of tool that we needed. 1944 01:21:49,101 --> 01:21:50,990 Working remotely, it took a little extra time. 1945 01:21:50,990 --> 01:21:53,001 He would program, and then we'd test things out. 1946 01:21:53,001 --> 01:21:55,418 And we'd see what worked, and we'd see what didn't. 1947 01:21:55,418 --> 01:21:56,757 Eventually, the tool had more lines 1948 01:21:56,757 --> 01:21:59,674 of code in it than the game itself. 1949 01:22:02,199 --> 01:22:03,032 But it worked. 1950 01:22:03,032 --> 01:22:04,337 We were able to quickly prototype things 1951 01:22:04,337 --> 01:22:05,869 and change things on the fly. 1952 01:22:05,869 --> 01:22:08,253 Our pace increased exponentially. 1953 01:22:08,253 --> 01:22:09,838 We finally had a version of the game 1954 01:22:09,838 --> 01:22:13,697 that we could start showing to people. 1955 01:22:13,697 --> 01:22:15,661 The reception was generally very positive, 1956 01:22:15,661 --> 01:22:18,437 and eventually word of the project got to Adam Goldberg, 1957 01:22:18,437 --> 01:22:20,733 creator of The Goldbergs on ABC. 1958 01:22:20,733 --> 01:22:22,113 Apparently, Adam had also dabbled 1959 01:22:22,113 --> 01:22:23,617 in creating games when he was a kid, 1960 01:22:23,617 --> 01:22:25,909 and so he felt a certain kinship to the project. 1961 01:22:25,909 --> 01:22:27,545 Now if you haven't seen the show, it features a lot 1962 01:22:27,545 --> 01:22:30,646 of icons from the '80s, including very prominently 1963 01:22:30,646 --> 01:22:32,945 the Nintendo Entertainment System. 1964 01:22:32,945 --> 01:22:35,613 To our amazement, he invited us out to Hollywood 1965 01:22:35,613 --> 01:22:37,085 so that he could feature the prototype 1966 01:22:37,085 --> 01:22:39,305 of our game on the show. 1967 01:22:49,664 --> 01:22:51,449 - The first time I discovered, 1968 01:22:51,449 --> 01:22:54,241 I think I read in Nintendo Power magazine or something, 1969 01:22:54,241 --> 01:22:57,045 that there was a cheat you could do in Mario Brothers 1970 01:22:57,045 --> 01:22:58,709 to get unlimited lives. 1971 01:22:58,709 --> 01:23:02,565 And you basically, a turtle is walking down the stairs, 1972 01:23:02,565 --> 01:23:03,992 and you would jump on it, 1973 01:23:03,992 --> 01:23:05,219 and it would-- - Right, right right. 1974 01:23:05,219 --> 01:23:06,392 - It would reflect back, 1975 01:23:06,392 --> 01:23:08,203 and you would get unlimited points 1976 01:23:08,203 --> 01:23:10,912 and start getting free guys. 1977 01:23:10,912 --> 01:23:15,547 And the first time I did that was as a defining moment 1978 01:23:15,547 --> 01:23:17,723 for me as anything growing up. 1979 01:23:17,723 --> 01:23:20,526 I had never been so excited in my entire life. 1980 01:23:20,526 --> 01:23:21,982 I didn't excel in sports. 1981 01:23:21,982 --> 01:23:24,055 I struggled in school. 1982 01:23:24,055 --> 01:23:25,959 You know, writing was something that I always loved, 1983 01:23:25,959 --> 01:23:27,607 but I didn't know where that would lead me. 1984 01:23:27,607 --> 01:23:30,099 And this moment, this was a crowning achievement for me, 1985 01:23:30,099 --> 01:23:31,735 getting those unlimited lives. 1986 01:23:31,735 --> 01:23:36,371 It was like this is better than scoring any touchdown ever. 1987 01:23:36,371 --> 01:23:38,077 Speaking of crowning achievements, 1988 01:23:38,077 --> 01:23:39,746 this felt surreal. 1989 01:23:39,746 --> 01:23:42,551 I mean, those silly, little illustrations I'd done 1990 01:23:42,551 --> 01:23:44,823 as an eight-year-old kid had yielded something 1991 01:23:44,823 --> 01:23:45,919 that was going to be broadcast 1992 01:23:45,919 --> 01:23:48,619 on national television during prime time. 1993 01:23:48,619 --> 01:23:52,319 I felt like I was on top of the world. 1994 01:23:52,319 --> 01:23:54,603 And as if to punctuate the validity of this project, 1995 01:23:54,603 --> 01:23:56,391 across town, at that very moment, 1996 01:23:56,391 --> 01:23:58,011 the Nintendo World Championships was happening 1997 01:23:58,011 --> 01:24:00,783 for the first time in 25 years. 1998 01:24:00,783 --> 01:24:01,911 There was actually more excitement 1999 01:24:01,911 --> 01:24:04,175 for the contest involving the retro games 2000 01:24:04,175 --> 01:24:07,251 than there were for the modern games. 2001 01:24:07,251 --> 01:24:09,723 But the biggest surprise came at the end. 2002 01:24:09,723 --> 01:24:11,434 Turns out that ambition 2003 01:24:11,434 --> 01:24:14,091 to create a new eight-bit experience was something 2004 01:24:14,091 --> 01:24:16,859 that an awful lot of people shared. 2005 01:24:16,859 --> 01:24:18,657 I'm sorry, are there, are there, 2006 01:24:18,657 --> 01:24:20,742 is there Hammer Brothers on top of a Bob-omb 2007 01:24:20,742 --> 01:24:22,467 and with a Blooper? 2008 01:24:22,467 --> 01:24:24,422 What did I just see? 2009 01:24:26,691 --> 01:24:27,919 Troll box, the troll box. 2010 01:24:27,919 --> 01:24:30,415 Oh, oh he's got dodging those hammers! 2011 01:24:37,126 --> 01:24:38,558 - Hi. 2012 01:24:38,558 --> 01:24:41,030 So that means I've been creating video games 2013 01:24:41,030 --> 01:24:43,589 for 30-plus years. - This might be as close 2014 01:24:43,589 --> 01:24:46,687 as this game gets, but Mystic Searches was officially 2015 01:24:46,687 --> 01:24:48,950 in the same room with Miyamoto. 2016 01:24:48,950 --> 01:24:51,089 - And I think making games is the funnest thing 2017 01:24:51,089 --> 01:24:52,238 in the world. 2018 01:24:56,834 --> 01:24:59,837 Please keep enjoying Nintendo games, thanks so much. 2019 01:24:59,837 --> 01:25:01,861 - A couple of weeks before The Goldbergs episode was slated 2020 01:25:01,861 --> 01:25:04,473 to air, I got a fun email from my friend Mark Neil. 2021 01:25:04,473 --> 01:25:05,701 Mark was one of the first people I met 2022 01:25:05,701 --> 01:25:07,021 after moving to Sarasota. 2023 01:25:07,021 --> 01:25:09,633 And after finding a mutual love for The Legend of Zelda, 2024 01:25:09,633 --> 01:25:11,248 we always talked about how we'd loved to work 2025 01:25:11,248 --> 01:25:12,973 on something together. 2026 01:25:12,973 --> 01:25:15,911 He was a really talented animator, so talented, in fact, 2027 01:25:15,911 --> 01:25:18,194 that he'd moved out west to accept a job at Telltale, 2028 01:25:18,194 --> 01:25:20,581 working on games like Minecraft and Walking Dead 2029 01:25:20,581 --> 01:25:22,543 and Game of Thrones. 2030 01:25:22,543 --> 01:25:25,321 I hadn't heard much from him since, but in his email, 2031 01:25:25,321 --> 01:25:27,569 he was proposing putting together a team 2032 01:25:27,569 --> 01:25:30,102 to make a modern version of Mystic Searches. 2033 01:25:30,102 --> 01:25:32,595 My mind was blown at the prospect, working with artists 2034 01:25:32,595 --> 01:25:35,957 of his caliber to bring this to a modern console. 2035 01:25:35,957 --> 01:25:39,885 I mean, talk about validating the project. 2036 01:25:39,885 --> 01:25:40,817 You know, with all the support 2037 01:25:40,817 --> 01:25:42,325 and attention the project started to get, 2038 01:25:42,325 --> 01:25:45,433 we developed a newfound confidence, and we really needed it. 2039 01:25:45,433 --> 01:25:47,681 Confidence is super important when you're working 2040 01:25:47,681 --> 01:25:49,309 on a long-form project like this 2041 01:25:49,309 --> 01:25:51,197 that's gonna take a year or two to complete it. 2042 01:25:51,197 --> 01:25:53,096 It keeps you going. 2043 01:25:53,096 --> 01:25:57,252 But there's a line when confidence becomes hubris. 2044 01:25:57,252 --> 01:26:00,335 And in retrospect, maybe this was it. 2045 01:26:03,460 --> 01:26:08,129 - So you want to go back out for a second Kickstarter, 2046 01:26:08,129 --> 01:26:09,717 knocking on the doors of all those people 2047 01:26:09,717 --> 01:26:11,006 who supported you the first time around? 2048 01:26:11,006 --> 01:26:13,902 - Well, I'm hoping it's not the same people. 2049 01:26:13,902 --> 01:26:16,042 The scope is changing. 2050 01:26:16,042 --> 01:26:17,542 If I had known that this was gonna be the scope 2051 01:26:17,542 --> 01:26:19,010 of the thing from the very beginning, 2052 01:26:19,010 --> 01:26:22,250 well, then I would've shot for a higher budget 2053 01:26:22,250 --> 01:26:24,518 so that we could've done these things. 2054 01:26:24,518 --> 01:26:25,547 As it is, there's no way we could do these things 2055 01:26:25,547 --> 01:26:27,202 on the budget that we have. 2056 01:26:27,202 --> 01:26:28,710 - I don't know. 2057 01:26:28,710 --> 01:26:29,902 It's definitely cool. 2058 01:26:29,902 --> 01:26:33,442 But part of the charm of this is the conceived 2059 01:26:33,442 --> 01:26:36,530 in your backyard, coded up in your garage, sort of, 2060 01:26:36,530 --> 01:26:39,395 kind of appeal to it, that nostalgia. 2061 01:26:39,395 --> 01:26:41,852 If you're gonna try to bust into that world 2062 01:26:41,852 --> 01:26:43,317 and get on the shelf in competition 2063 01:26:43,317 --> 01:26:45,404 with these other big market games, I mean, 2064 01:26:45,404 --> 01:26:46,800 they sort of wipe out your own imagination, 2065 01:26:46,800 --> 01:26:48,621 because it's telling you what this world is 2066 01:26:48,621 --> 01:26:51,024 rather than sort of suggesting it, 2067 01:26:51,024 --> 01:26:53,604 which is more in line with a kid's imagination. 2068 01:26:53,604 --> 01:26:56,455 - That's adding a whole lot of developmental work 2069 01:26:56,455 --> 01:26:59,122 at a late stage in this project. 2070 01:27:00,060 --> 01:27:02,087 I'd hate to see us take on too much 2071 01:27:02,087 --> 01:27:05,384 and have the project collapse under its own weight. 2072 01:27:05,384 --> 01:27:06,830 - I couldn't believe their objection. 2073 01:27:06,830 --> 01:27:08,105 This was an amazing opportunity 2074 01:27:08,105 --> 01:27:09,830 that I did not want to squander. 2075 01:27:09,830 --> 01:27:11,437 So I went ahead anyway. 2076 01:27:11,437 --> 01:27:13,326 I temporarily put progress in the NES version 2077 01:27:13,326 --> 01:27:15,318 to the side, because I knew this new arm 2078 01:27:15,318 --> 01:27:17,622 of the project was gonna elevate Mystic Searches 2079 01:27:17,622 --> 01:27:20,832 to a whole different league, especially when our friends 2080 01:27:20,832 --> 01:27:23,158 from IGN agreed to run the trailer. 2081 01:27:23,158 --> 01:27:26,991 Yeah, so this is what's gonna launch tomorrow. 2082 01:27:30,247 --> 01:27:32,744 To save a dying world, 2083 01:27:32,744 --> 01:27:36,911 a reluctant, young hero must study an ancient relic 2084 01:27:37,904 --> 01:27:41,654 to explore forgotten magic from another time. 2085 01:27:48,960 --> 01:27:51,660 Prepare for a cross-platform adventure 2086 01:27:51,660 --> 01:27:54,344 that will bridge the generations. 2087 01:27:54,344 --> 01:27:56,340 A new game experience 2088 01:27:56,340 --> 01:27:59,776 for the original Nintendo Entertainment System 2089 01:27:59,776 --> 01:28:02,859 and modern consoles, Mystic Searches. 2090 01:28:07,622 --> 01:28:10,651 - I mean, that's just, you know, I mean, 2091 01:28:10,651 --> 01:28:12,631 come on, man, that's cool. 2092 01:28:12,631 --> 01:28:14,463 I was in this sort of frenzy. 2093 01:28:14,463 --> 01:28:17,744 I needed the whole world to know that this project existed. 2094 01:28:17,744 --> 01:28:19,935 And through the IGN trailer and this modern game 2095 01:28:19,935 --> 01:28:23,759 and through The Goldbergs episode, and there it was, 2096 01:28:23,759 --> 01:28:28,499 all 1.4 seconds of national primetime exposure. 2097 01:28:28,499 --> 01:28:29,758 So victory, right? 2098 01:28:29,758 --> 01:28:33,239 I mean, six million people tuned in to that episode. 2099 01:28:33,239 --> 01:28:34,663 There were six million pairs of eyes 2100 01:28:34,663 --> 01:28:39,263 that just witnessed a brand-new, post-market NES game. 2101 01:28:39,263 --> 01:28:40,107 That's validation. 2102 01:28:40,107 --> 01:28:41,526 That's validation for me. 2103 01:28:41,526 --> 01:28:42,907 That's validation for my team that worked so hard. 2104 01:28:42,907 --> 01:28:44,674 That's validation for the entire community. 2105 01:28:44,674 --> 01:28:47,119 That's validation for this as an art form. 2106 01:28:47,119 --> 01:28:49,911 So use that as the impetus to launch our second Kickstarter. 2107 01:28:49,911 --> 01:28:52,475 It's gonna be great, right? 2108 01:28:52,475 --> 01:28:53,707 - We've reached a point right now 2109 01:28:53,707 --> 01:28:55,548 where video gaming is huge. 2110 01:28:55,548 --> 01:28:58,427 But we have too many critics 2111 01:28:58,427 --> 01:28:59,827 and not enough advocates. 2112 01:28:59,827 --> 01:29:03,381 A critic tends to focus on what is negative. 2113 01:29:03,381 --> 01:29:05,404 They try to look for what is wrong, 2114 01:29:05,404 --> 01:29:06,575 what they don't like. 2115 01:29:06,575 --> 01:29:08,195 And they like to talk about what they don't like. 2116 01:29:08,195 --> 01:29:09,711 Lots of people in video gaming like 2117 01:29:09,711 --> 01:29:11,463 to talk about what they don't like. 2118 01:29:11,463 --> 01:29:14,523 Not enough people are talking about what they do like, 2119 01:29:14,523 --> 01:29:17,011 what the positives are, what they enjoy, 2120 01:29:17,011 --> 01:29:21,178 what brought them to the dance in the first place. 2121 01:29:22,023 --> 01:29:24,602 - So I don't know who does this, but here I am 2122 01:29:24,602 --> 01:29:27,151 at the doctor's office 2123 01:29:27,151 --> 01:29:29,901 with a mallet fracture, it seems, 2124 01:29:31,228 --> 01:29:33,587 from reaching down and scratching my ankle. 2125 01:29:33,587 --> 01:29:37,170 So this'll have to be splinted for a while. 2126 01:29:39,070 --> 01:29:42,320 That'll make coding very fun, exciting. 2127 01:29:43,217 --> 01:29:45,440 It's fucking ridiculous. 2128 01:29:45,440 --> 01:29:46,639 You know, I'm under a fair amount 2129 01:29:46,639 --> 01:29:48,828 of pressure with other deadlines and so on. 2130 01:29:48,828 --> 01:29:52,710 With the baby coming, I really have to scale back my level 2131 01:29:52,710 --> 01:29:54,860 of involvement in the project, and of course, 2132 01:29:54,860 --> 01:29:57,554 I won't be involved with the project, moving forward, 2133 01:29:57,554 --> 01:30:00,310 but for right now, dude, I just can't give you 2134 01:30:00,310 --> 01:30:02,143 what you need from me. 2135 01:30:05,202 --> 01:30:07,962 - The ground started to crumble beneath our feet. 2136 01:30:07,962 --> 01:30:09,746 Even the project's greatest victories, 2137 01:30:09,746 --> 01:30:12,265 like the success with the initial Kickstarter, 2138 01:30:12,265 --> 01:30:15,958 came back to haunt us as all-new obstacles. 2139 01:30:15,958 --> 01:30:17,458 They're billing me 2140 01:30:18,658 --> 01:30:20,825 for $16,205 in back taxes. 2141 01:30:33,470 --> 01:30:36,350 Okay, we, well, we ride the second Kickstarter, 2142 01:30:36,350 --> 01:30:39,906 and then the first bit of funds go directly 2143 01:30:39,906 --> 01:30:41,918 towards paying this. 2144 01:30:41,918 --> 01:30:46,438 This is all business expense, I mean, you know. 2145 01:30:49,078 --> 01:30:50,171 - Okay. 2146 01:30:57,652 --> 01:31:00,684 - I think doing this kind of stuff is more 2147 01:31:00,684 --> 01:31:03,171 like a gambling addiction than anything else, you know. 2148 01:31:03,171 --> 01:31:06,400 You just , every success comes from hanging 2149 01:31:06,400 --> 01:31:09,650 in longer than makes any kind of sense. 2150 01:31:13,644 --> 01:31:15,394 - Oh we're so fucked. 2151 01:31:21,972 --> 01:31:23,904 - There's a bond that you form 2152 01:31:23,904 --> 01:31:26,092 with this creation that you make. 2153 01:31:26,092 --> 01:31:28,176 And you want nothing more than 2154 01:31:28,176 --> 01:31:29,533 to share that with other people. 2155 01:31:29,533 --> 01:31:31,886 You want other people to feel what you feel. 2156 01:31:31,886 --> 01:31:34,390 I mean, the best-case scenario is someone's gonna sit 2157 01:31:34,390 --> 01:31:37,466 and play it, and they're like, "Oh, that's cool." 2158 01:31:37,466 --> 01:31:42,430 And they're gonna move on to something else, and it's like, 2159 01:31:42,430 --> 01:31:47,167 I took a year out of my life to make this game, you know. 2160 01:31:47,167 --> 01:31:48,276 That's a harsh reality. 2161 01:31:48,276 --> 01:31:52,478 I mean, you want someone to stop and think of yours 2162 01:31:52,478 --> 01:31:54,818 as special, but in the grand scheme of things, 2163 01:31:54,818 --> 01:31:56,014 I mean, someone's gonna stop. 2164 01:31:56,014 --> 01:31:57,186 They're gonna play it for a couple of minutes, 2165 01:31:57,186 --> 01:31:58,410 and they're gonna move on. 2166 01:31:58,410 --> 01:31:59,855 - Five years now, no one's gonna care about 2167 01:31:59,855 --> 01:32:01,088 that homebrew anymore. 2168 01:32:01,088 --> 01:32:03,321 There's very few of these homebrews that are talked 2169 01:32:03,321 --> 01:32:05,451 about after they come out, a year or two later. 2170 01:32:05,451 --> 01:32:07,034 It's like, "Oh, that's a great game, let's pop it in." 2171 01:32:07,034 --> 01:32:08,919 That's nothing against these homebrewers. 2172 01:32:08,919 --> 01:32:10,958 It's hard to create a game with 100 people 2173 01:32:10,958 --> 01:32:12,926 that's as good as something like The Legend of Zelda. 2174 01:32:12,926 --> 01:32:14,950 The Legend of Zelda is a game that was worked on 2175 01:32:14,950 --> 01:32:18,050 by, you know, one of the most legendary game designers ever. 2176 01:32:18,050 --> 01:32:19,705 He wasn't just a guy just getting in for fun 2177 01:32:19,705 --> 01:32:21,142 and learning after a few years how to do it. 2178 01:32:21,142 --> 01:32:23,655 He's a guy that worked at this forever. 2179 01:32:23,655 --> 01:32:25,698 - Back to chasing down bugs for the NES game, 2180 01:32:25,698 --> 01:32:28,865 it was really hard to find motivation. 2181 01:32:30,827 --> 01:32:34,190 It's almost like it would take me less time 2182 01:32:34,190 --> 01:32:38,630 to rewrite the entire engine from scratch than it would 2183 01:32:38,630 --> 01:32:42,047 for me to find the bugs in this rat nest. 2184 01:32:44,382 --> 01:32:48,550 I can't justify spending any more time on a thing 2185 01:32:48,550 --> 01:32:52,050 that was supposed to be a novelty project. 2186 01:32:55,002 --> 01:32:59,006 - This was never a novelty project for you. 2187 01:32:59,006 --> 01:33:03,178 It's more like a vendetta . 2188 01:33:03,178 --> 01:33:05,350 - I thought it couldn't get worse. 2189 01:33:05,350 --> 01:33:06,350 I was wrong. 2190 01:33:19,946 --> 01:33:20,779 - It was pretty crazy. 2191 01:33:20,779 --> 01:33:22,193 I guess we were in the middle 2192 01:33:22,193 --> 01:33:24,526 of working on Minecraft 101. 2193 01:33:27,456 --> 01:33:29,253 He said he was going to go to get some lunch, 2194 01:33:29,253 --> 01:33:31,741 and he was gonna maybe go out for a ride. 2195 01:33:31,741 --> 01:33:35,180 Later that night, I get a Facebook message 2196 01:33:35,180 --> 01:33:38,405 from my friend who, uh, she was like, 2197 01:33:38,405 --> 01:33:41,433 "Well, he just passed away. 2198 01:33:41,433 --> 01:33:42,665 "I just, like, spoke to his wife, 2199 01:33:42,665 --> 01:33:46,247 "and he took a turn bad, and you know, 2200 01:33:46,247 --> 01:33:49,580 "got into a bad accident, and, you know, 2201 01:33:50,689 --> 01:33:52,106 "he passed away." 2202 01:33:57,761 --> 01:34:01,428 - It changes the, uh, the entire perspective 2203 01:34:02,953 --> 01:34:05,370 of what am I doing right now. 2204 01:34:06,277 --> 01:34:09,944 Is this really worth my time to be doing it? 2205 01:34:11,059 --> 01:34:13,329 - Oh every creative project takes its toll. 2206 01:34:13,329 --> 01:34:15,996 It's always a, it's a trade-off. 2207 01:34:18,741 --> 01:34:20,074 You're trading the days of your life 2208 01:34:20,074 --> 01:34:23,721 for something you hope is worth it. 2209 01:34:23,721 --> 01:34:25,425 - Remember when the project was doing well? 2210 01:34:26,469 --> 01:34:27,886 That was awesome. 2211 01:34:29,708 --> 01:34:33,093 - Well, I guess that's the question, 2212 01:34:33,093 --> 01:34:35,701 is, you know, does it have to be doing well 2213 01:34:35,701 --> 01:34:37,201 to be worth doing? 2214 01:35:02,083 --> 01:35:04,750 I was beyond frustrated. 2215 01:35:06,220 --> 01:35:09,036 This was a juvenile project about essentially creating 2216 01:35:09,036 --> 01:35:11,505 what amounted to a children's toy. 2217 01:35:11,505 --> 01:35:12,708 It wasn't supposed to get mixed up 2218 01:35:12,708 --> 01:35:15,936 with the complexities of adult life. 2219 01:35:15,936 --> 01:35:19,853 It was supposed to be the escape from all that. 2220 01:35:21,620 --> 01:35:24,410 To try and get past the existential crisis, 2221 01:35:24,410 --> 01:35:28,577 I returned home, visited a place of childhood merriment, 2222 01:35:30,454 --> 01:35:34,621 anything to stave off the growing sense of apathy. 2223 01:35:35,992 --> 01:35:39,695 Through older eyes and out of season, it was haunting. 2224 01:35:44,976 --> 01:35:46,942 I was standing in the company 2225 01:35:46,942 --> 01:35:49,273 of the skeletons of once great thrill machines 2226 01:35:49,273 --> 01:35:52,145 whose time of relevance had expired, 2227 01:35:52,145 --> 01:35:53,478 and I missed it. 2228 01:35:57,665 --> 01:36:01,582 I realized there was nothing left there for me. 2229 01:36:03,349 --> 01:36:06,432 It was time to step away for a while. 2230 01:36:12,493 --> 01:36:14,045 - If you only knew how many times I've been 2231 01:36:14,045 --> 01:36:16,378 in this exact same position. 2232 01:36:20,328 --> 01:36:23,208 You may be okay having this be another artifact 2233 01:36:23,208 --> 01:36:26,345 that you find in a closet somewhere in another 30 years 2234 01:36:26,345 --> 01:36:28,953 and take back out and mess around with. 2235 01:36:28,953 --> 01:36:30,269 I'm not. 2236 01:36:30,269 --> 01:36:32,269 Other people are invested now. 2237 01:36:32,269 --> 01:36:33,166 I'm invested. 2238 01:36:33,166 --> 01:36:35,387 I've spent a year crating art assets for this game, 2239 01:36:35,387 --> 01:36:38,220 and I need the emotional catharsis 2240 01:36:39,153 --> 01:36:41,027 of having this come to completion. 2241 01:36:41,027 --> 01:36:42,857 I told you that when we started. 2242 01:36:42,857 --> 01:36:45,440 So take whatever time you need. 2243 01:36:47,045 --> 01:36:49,681 Do what you need to do to get your head right. 2244 01:36:49,681 --> 01:36:51,630 We got to figure out what it takes 2245 01:36:51,630 --> 01:36:54,733 to get this across the finish line. 2246 01:36:54,733 --> 01:36:55,697 - I could finish this. 2247 01:36:55,697 --> 01:36:58,439 I could see this through. 2248 01:36:58,439 --> 01:37:00,763 But there was something I was gonna have to give up, 2249 01:37:02,112 --> 01:37:04,208 the fantasy, the romanticism of it, you know. 2250 01:37:04,208 --> 01:37:06,791 As long as this game was just an idea in my head, 2251 01:37:06,791 --> 01:37:08,332 it was just perfect. 2252 01:37:08,332 --> 01:37:09,971 But to actually see it realized, that was to bash it 2253 01:37:09,971 --> 01:37:12,427 into form within the constraints of reality. 2254 01:37:14,559 --> 01:37:16,883 That's exactly why we discard these ambitions as kids. 2255 01:37:16,883 --> 01:37:19,703 I mean, it's our rite of passage, 2256 01:37:19,703 --> 01:37:21,830 getting rid of those silly, little ideas, 2257 01:37:21,830 --> 01:37:23,276 all in the name of growing up. 2258 01:37:23,276 --> 01:37:25,609 I'd left my trail behind me. 2259 01:37:28,037 --> 01:37:31,203 The only way that I was gonna restore my conviction was 2260 01:37:31,203 --> 01:37:35,387 to trace back through 30 years of abandoned aspirations, 2261 01:37:35,387 --> 01:37:40,159 to find out how this first childhood ambition fit 2262 01:37:40,159 --> 01:37:42,592 within the constraints of my adult life. 2263 01:37:42,592 --> 01:37:45,235 ♪ Hey, angel ♪ 2264 01:37:45,235 --> 01:37:48,652 ♪ Consider your position ♪ 2265 01:37:49,615 --> 01:37:53,782 ♪ Afraid to be consumed, savor it ♪ 2266 01:37:56,584 --> 01:37:57,611 Your first take was pretty good. 2267 01:37:57,611 --> 01:37:58,444 First take was pretty good? 2268 01:37:59,371 --> 01:38:00,479 Don't be afraid. - Yeah, let's-- 2269 01:38:00,479 --> 01:38:03,007 - Don't be afraid of winning. 2270 01:38:03,007 --> 01:38:04,807 If you have every choice in the world, 2271 01:38:04,807 --> 01:38:07,207 you never really have to, you're not confronted 2272 01:38:07,207 --> 01:38:09,819 with what do I have to do and what do I have 2273 01:38:09,819 --> 01:38:11,987 to give up to do that. 2274 01:38:11,987 --> 01:38:13,975 Everything came to a strange nexus point 2275 01:38:13,975 --> 01:38:16,663 when I sat down with filmmaker David Markey, 2276 01:38:16,663 --> 01:38:20,323 and he began to lament about his childhood pursuits. 2277 01:38:20,323 --> 01:38:23,967 - I started making films when I was a little kid. 2278 01:38:23,967 --> 01:38:25,751 I was about 11 or 12. 2279 01:38:25,751 --> 01:38:29,497 And I just shot stuff in my neighborhood. 2280 01:38:29,497 --> 01:38:31,164 I made a horror film 2281 01:38:32,555 --> 01:38:35,287 in 1974, that I called The Devil's Exorcist, 2282 01:38:35,287 --> 01:38:37,687 because at the time, The Exorcist was the big movie. 2283 01:38:37,687 --> 01:38:39,799 I remember I charged admission 2284 01:38:39,799 --> 01:38:41,871 to all the kids that were in the movie, 2285 01:38:41,871 --> 01:38:45,067 like a quarter apiece, to come see the movie projected 2286 01:38:45,067 --> 01:38:47,719 in my garage, which I had turned into a movie theater. 2287 01:38:47,719 --> 01:38:50,691 My film's just kept getting longer and longer 2288 01:38:50,691 --> 01:38:54,695 until eventually, around the time when I was 16, 17, 2289 01:38:54,695 --> 01:38:57,411 I got involved in the music scene 2290 01:38:57,411 --> 01:38:59,331 in Los Angeles at the time. 2291 01:39:00,164 --> 01:39:01,056 ♪ Just like that ♪ 2292 01:39:01,056 --> 01:39:03,733 ♪ Dances with our sin ♪ 2293 01:39:03,733 --> 01:39:05,157 ♪ Just be there ♪ 2294 01:39:05,157 --> 01:39:06,274 ♪ Just be good ♪ 2295 01:39:06,274 --> 01:39:08,094 ♪ Just did as they were told ♪ 2296 01:39:12,540 --> 01:39:13,373 - That's the thing. 2297 01:39:13,373 --> 01:39:16,302 I mean, when I was shooting Year Punk Broke, for example, 2298 01:39:16,302 --> 01:39:18,490 I had a finite amount of film with me. 2299 01:39:18,490 --> 01:39:20,797 And I'm dealing with these 50-foot cartridges 2300 01:39:20,797 --> 01:39:23,842 of Super 8 film that I have in a suitcase 2301 01:39:23,842 --> 01:39:27,744 that I was just sort of lugging with me all over Europe. 2302 01:39:27,744 --> 01:39:29,546 And I was at these music festivals, 2303 01:39:29,546 --> 01:39:31,818 and there's so much stuff going on. 2304 01:39:31,818 --> 01:39:34,398 And I was having to make a lot of decisions 2305 01:39:34,398 --> 01:39:37,485 on the spot of what I was going to shoot. 2306 01:39:37,485 --> 01:39:40,186 There was something about the necessity 2307 01:39:40,186 --> 01:39:43,980 that molded the shape of these films, 2308 01:39:43,980 --> 01:39:46,966 the content of these films. 2309 01:39:46,966 --> 01:39:50,278 There was just a certain finality about the process 2310 01:39:50,278 --> 01:39:53,206 of doing that, that was really cool. 2311 01:39:53,206 --> 01:39:56,984 It's not, this isn't a print, 2312 01:39:56,984 --> 01:40:01,348 or you know, some surrogate to experience delight 2313 01:40:01,348 --> 01:40:02,998 from that event. 2314 01:40:02,998 --> 01:40:05,831 And 1991 hit this exact film stock 2315 01:40:07,018 --> 01:40:08,426 that we're holding right now. 2316 01:40:08,426 --> 01:40:11,110 So having the tactile experience of touching it 2317 01:40:11,110 --> 01:40:12,686 and seeing it through the projector, 2318 01:40:12,686 --> 01:40:15,370 seeing light being pushed back through it, you know, 2319 01:40:15,370 --> 01:40:16,901 that's powerful. 2320 01:40:16,901 --> 01:40:18,396 That's interesting. 2321 01:40:18,396 --> 01:40:20,646 As we sat and talked about the creative benefits 2322 01:40:20,646 --> 01:40:23,989 of limitations juxtaposed against watching his film 2323 01:40:23,989 --> 01:40:27,502 of a young Nirvana, just prior to the grunge explosion, 2324 01:40:27,502 --> 01:40:29,782 I found a moment of clarity. 2325 01:40:29,782 --> 01:40:32,226 When you have no audience, when you have no budget, 2326 01:40:32,226 --> 01:40:34,190 when you have no technical proficiency, 2327 01:40:34,190 --> 01:40:36,426 when your endurance is faded and all of the supports 2328 01:40:36,426 --> 01:40:38,722 for your art have been kicked out from under you, 2329 01:40:38,722 --> 01:40:40,881 what reason is there to create? 2330 01:40:40,881 --> 01:40:41,902 It's not about money. 2331 01:40:41,902 --> 01:40:43,714 It's not about notoriety. 2332 01:40:43,714 --> 01:40:46,790 All that's left is the inexplicable compulsion 2333 01:40:46,790 --> 01:40:49,222 to do this thing, and once you know the reason 2334 01:40:49,222 --> 01:40:50,526 why you have the compulsion, 2335 01:40:50,526 --> 01:40:52,802 you've got to let that be enough. 2336 01:40:52,802 --> 01:40:55,506 - This is gonna be around a lot longer than I am. 2337 01:40:55,506 --> 01:40:58,589 And this will be looked at, you know, 2338 01:40:59,750 --> 01:41:01,750 as a piece of that time. 2339 01:41:06,722 --> 01:41:09,286 I mean, that says a lot more about it 2340 01:41:09,286 --> 01:41:10,754 than anything I can say. 2341 01:41:10,754 --> 01:41:13,111 - Yeah. 2342 01:42:36,339 --> 01:42:37,898 After almost two years 2343 01:42:37,898 --> 01:42:39,231 of this emotional roller coaster, 2344 01:42:39,231 --> 01:42:42,708 30 years of anticipation, Mystic Searches, 2345 01:42:42,708 --> 01:42:45,155 a brand-new, hardware-playable, cartridge-based game 2346 01:42:45,155 --> 01:42:48,771 for the Nintendo Entertainment System was almost finished. 2347 01:42:48,771 --> 01:42:51,176 But I had one more demon to face 2348 01:42:51,176 --> 01:42:53,724 before I could put this to bed. 2349 01:42:53,724 --> 01:42:57,040 Now most people were in Park City for the film festival. 2350 01:42:57,040 --> 01:42:59,359 I had a different engagement. 2351 01:43:01,184 --> 01:43:04,168 I'm amazed that I was able to track you down 2352 01:43:04,168 --> 01:43:06,148 and find you, here in Salt Lake City. 2353 01:43:06,148 --> 01:43:07,476 - Well, I'm glad we could get together. 2354 01:43:07,476 --> 01:43:08,796 - You were one of the first people employed by-- 2355 01:43:08,796 --> 01:43:10,442 - Yes, I was the fifth person. 2356 01:43:10,442 --> 01:43:12,564 - Fifth person, you were employee number five. 2357 01:43:12,564 --> 01:43:14,021 How integral were you in the process 2358 01:43:14,021 --> 01:43:18,628 of approving official US releases and things like that? 2359 01:43:18,628 --> 01:43:20,230 Were you quality control? 2360 01:43:20,230 --> 01:43:22,852 Was that your job, to play these games? 2361 01:43:22,852 --> 01:43:26,200 - One of my titles while there was product analysis manager. 2362 01:43:26,200 --> 01:43:30,040 And as such, I would have to evaluate every single game 2363 01:43:30,040 --> 01:43:32,197 that was being potentially released 2364 01:43:32,197 --> 01:43:35,617 on the North American Nintendo System. 2365 01:43:38,588 --> 01:43:40,804 How many games, percentage 2366 01:43:40,804 --> 01:43:44,016 - I would say it was maybe 10% 2367 01:43:44,016 --> 01:43:45,936 that actually got to that point. 2368 01:43:45,936 --> 01:43:46,769 - Wow. - Before then, 2369 01:43:46,769 --> 01:43:50,924 probably about 20%, we're just like no, don't even try. 2370 01:43:50,924 --> 01:43:53,501 - You started Nintendo Power. 2371 01:43:53,501 --> 01:43:54,569 I mean, it was brilliant, 2372 01:43:54,569 --> 01:43:57,901 because it was a two-way conversation now. 2373 01:43:57,901 --> 01:43:59,734 And I find that fascinating. 2374 01:43:59,734 --> 01:44:01,671 There's always, especially in the early days, 2375 01:44:01,671 --> 01:44:03,619 there was all these "Write us a letter. 2376 01:44:03,619 --> 01:44:05,280 "Send us your game scores," whatever. 2377 01:44:05,280 --> 01:44:07,559 How much of that did you interact with? 2378 01:44:07,559 --> 01:44:08,735 - Oh, all of it. 2379 01:44:08,735 --> 01:44:11,795 - All of it, yeah, I constantly read all the letters. 2380 01:44:11,795 --> 01:44:13,011 I constantly talked about 2381 01:44:13,011 --> 01:44:15,499 how we're gonna give responses to them. 2382 01:44:16,653 --> 01:44:17,510 - Yeah. 2383 01:44:17,510 --> 01:44:18,427 - In 1988-- 2384 01:44:20,153 --> 01:44:23,472 - Me and a friend got together, and we created a game. 2385 01:44:23,472 --> 01:44:25,115 - Mm-hmm. - And we sent a letter. 2386 01:44:25,115 --> 01:44:25,953 And I'm pretty sure we sent it 2387 01:44:25,953 --> 01:44:27,803 to whatever address we saw in here. 2388 01:44:27,803 --> 01:44:28,783 - Mm-hmm. 2389 01:44:28,783 --> 01:44:32,866 - You know, these were sent to Nintendo one time. 2390 01:44:34,451 --> 01:44:38,563 I told him the whole story, start to finish. 2391 01:44:38,563 --> 01:44:42,027 I traveled a very long way and waited a very long time 2392 01:44:42,027 --> 01:44:45,694 to ask this man in particular for one favor. 2393 01:44:46,827 --> 01:44:50,994 What I would love is for you to test a new NES prototype. 2394 01:44:52,257 --> 01:44:53,361 - It's been a couple of years 2395 01:44:53,361 --> 01:44:56,478 since I've seen an NES prototype, but I would love to, yeah. 2396 01:44:56,478 --> 01:44:58,128 - And I want to know, from the person 2397 01:44:58,128 --> 01:45:00,761 who made these decisions, 2398 01:45:00,761 --> 01:45:04,011 in 1988, would this have made that cut? 2399 01:45:05,896 --> 01:45:08,313 A 30-year journey ended here. 2400 01:45:09,547 --> 01:45:11,854 30 years ago, this same man probably saw 2401 01:45:11,854 --> 01:45:13,906 the abstract illustrations of a couple of kids 2402 01:45:13,906 --> 01:45:15,694 from Central New York. 2403 01:45:15,694 --> 01:45:19,130 And he probably found their passion cute and endearing. 2404 01:45:19,130 --> 01:45:21,466 For better or for worse, I had to know if he still worked 2405 01:45:21,466 --> 01:45:25,846 for the company, what would have been the verdict? 2406 01:45:25,846 --> 01:45:27,679 - With what I've seen, 2407 01:45:29,026 --> 01:45:31,631 you're definitely on the path towards getting something 2408 01:45:31,631 --> 01:45:34,791 that could be certified for play on the NES. 2409 01:45:35,966 --> 01:45:37,062 - Yeah, absolutely. 2410 01:45:37,062 --> 01:45:39,472 - These ideas dreamed up by the eight 2411 01:45:39,472 --> 01:45:40,990 - Absolutely, absolutely. 2412 01:45:40,990 --> 01:45:42,937 No, totally cool stuff. 2413 01:45:42,937 --> 01:45:44,470 Totally cool, fun stuff. 2414 01:45:44,470 --> 01:45:46,671 Like, who wouldn't want to play a game like this, right? 2415 01:45:46,671 --> 01:45:48,862 - You just validated the last 30 years of my life. 2416 01:45:48,862 --> 01:45:50,338 So thank you for that. 2417 01:45:52,318 --> 01:45:53,151 - Thank you. 2418 01:45:53,984 --> 01:45:55,570 That brings us to the end of our story. 2419 01:45:55,570 --> 01:45:57,794 Matt bought an NES, as promised, 2420 01:45:57,794 --> 01:46:00,750 and he found out it was about more than just nostalgia. 2421 01:46:00,750 --> 01:46:03,962 He began to enjoy new experiences for the system. 2422 01:46:03,962 --> 01:46:06,074 Meanwhile, our vagabond coder, Josh, 2423 01:46:06,074 --> 01:46:07,486 continued to add new features 2424 01:46:07,486 --> 01:46:09,194 to our screen development tool. 2425 01:46:09,194 --> 01:46:10,263 That way, other people could use it 2426 01:46:10,263 --> 01:46:13,714 to see their visions come to life on the NES, too. 2427 01:46:13,714 --> 01:46:16,054 Elizabeth decided to expand the universe she'd created 2428 01:46:16,054 --> 01:46:18,695 for Mystic Searches in a way that wasn't so limited. 2429 01:46:18,695 --> 01:46:20,627 She's currently creating a whole book 2430 01:46:20,627 --> 01:46:23,210 of lore based on that universe. 2431 01:46:24,151 --> 01:46:25,127 What about Austin? 2432 01:46:25,127 --> 01:46:28,307 His involvement and encouragement was the catalyst 2433 01:46:28,307 --> 01:46:31,443 that made this project possible in the first place. 2434 01:46:31,443 --> 01:46:33,783 I'd like to think that it was working on Mystic Searches 2435 01:46:33,783 --> 01:46:35,823 that inspired him and eventually compelled him 2436 01:46:35,823 --> 01:46:38,223 to start looking at projects from his own youth 2437 01:46:38,223 --> 01:46:40,339 to breathe some new life into. 2438 01:46:42,887 --> 01:46:44,987 Me, I've been passing on what I've learned 2439 01:46:44,987 --> 01:46:46,683 to a new generation of creators. 2440 01:46:46,683 --> 01:46:48,601 And by that, I don't just mean how 2441 01:46:48,601 --> 01:46:50,687 to develop new NES games. 2442 01:46:50,687 --> 01:46:51,691 When faced with the fact 2443 01:46:51,691 --> 01:46:54,376 that they're impossible or impractical or juvenile, 2444 01:46:54,376 --> 01:46:57,497 most of us let our greatest ambitions just disintegrate, 2445 01:46:57,497 --> 01:47:00,479 which is a shame, because they define us 2446 01:47:00,479 --> 01:47:02,479 and our relationships with the people around us 2447 01:47:02,479 --> 01:47:04,231 and our perspective of the world in ways 2448 01:47:04,231 --> 01:47:06,150 that we could never fully appreciate. 2449 01:47:06,150 --> 01:47:09,727 The fruits of those ambitions become our humble legacy. 2450 01:47:09,727 --> 01:47:12,009 And speaking of legacy, many have asked what's next. 2451 01:47:12,009 --> 01:47:13,965 Make some music, go back to writing, 2452 01:47:13,965 --> 01:47:15,820 bring Mystic Searches to the Super Nintendo? 2453 01:47:15,820 --> 01:47:17,378 Well, for starters, I'm gonna have 2454 01:47:17,378 --> 01:47:19,824 to slow down a little bit, because I'm currently working 2455 01:47:19,824 --> 01:47:24,116 on a completely different kind of pixelated adventure. 2456 01:47:24,116 --> 01:47:27,084 But I'll leave this story with somewhat of an open ending. 2457 01:47:27,084 --> 01:47:31,251 How does the epic saga of Mystic Searches conclude? 2458 01:47:32,604 --> 01:47:34,463 Hello, this is Richard with Nintendo. 2459 01:47:34,463 --> 01:47:35,436 I'm calling for Joe to talk to you 2460 01:47:35,436 --> 01:47:37,203 about your interest in Developer Program. 2461 01:47:37,203 --> 01:47:38,496 If you can, just give us a call back 2462 01:47:38,496 --> 01:47:42,460 at 425 , 55, thanks. 184049

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