Chương 17: Chapter 18: The Next Level
The Lucky One · RegalQuill · 21 chương · ~111 phút đọc · Tạo 29/07/2026
The conference room had gone still with anticipation. As usual, every key figure in the company was present. Their faces showed curiosity, excitement, and, among those who understood that meetings like this usually condemned them to months of frantic work, even a hint of fear. No, wait. I looked closer and realized I had hired lunatics. That wasn't fear. It was anticipation.
"I think I've kept everyone waiting long enough," I began.
"There's no point dragging out the mystery any further. So I'll put it simply: video games and everything connected to them." Silence. Corrigan was the first to break it.
"Sorry, boss… what?"
"Video games. Electronic entertainment displayed on a television. You've all heard of Pong, arcade machines, that sort of thing." Judging by the reactions around the table, Chen was looking almost smug. She had learned about the idea before everyone else and already had time to recover from the initial shock, though judging by the look she had given me at the time, she had been no less surprised than they were now. Rutman, our elderly economist, slowly removed the pipe from his mouth and cleared his throat.
His gray eyebrows drew together, deepening the wrinkles across his forehead.
"Mr. Miller," he began in the tone professors reserved for gifted students who had clearly wandered off the proper path, "we manufacture smoke detectors and automobile alarms. And, if you will forgive the observation, we are deeply entrenched in office supplies, which continue to provide stable revenue. We have become a company others use as a benchmark. One they watch with certain expectations. We have a reputation for reliability. Serious business for serious people."
He paused, turning the pipe between his fingers.
"And now… with all due respect, what do toys have to do with our business? This is entertainment for children. A fad that exists today and will be forgotten tomorrow. Like hula hoops or yo-yos." Several people nodded.
"Yes, this is a new field for us." I rose and walked toward the board.
"But smoke detectors were new to us as well, and we managed to succeed there. Why should this be any different?" Rutman shook his head.
"Smoke detectors concern safety. It is a straightforward product with a straightforward market, to say nothing of the new legislation. People buy them because they fear fire. But toys… who will pay serious money to push little squares around a screen?"
"Parents," I replied.
"Parents who would rather have their children sitting at home than wandering the streets. Young people tired of going to arcades and feeding quarters into machines. Families looking for something they can enjoy together. These aren't toys, Howard. They are a new form of leisure, just as television was twenty years ago." He grunted, but I could see that the argument had landed.
"I've run the numbers. You don't yet see what I see, but if we assemble the right pieces and offer the market a genuinely new and compelling product, this industry has enormous potential." I began writing on the board.
"The market is only beginning to take shape. Atari has its arcade machines. Magnavox has the outdated Odyssey. Fairchild has released the first console with interchangeable cartridges. But none of them truly understands what they're doing. They are feeling their way forward in the dark, testing different approaches and making mistakes."
"What kind of mistakes?" Prescott asked.
"Atari believes the future belongs to arcades and is neglecting the home market. Magnavox is trapped in the previous decade with the Odyssey. Fairchild took the correct step with cartridges, but they don't understand what they're selling. They're engineers, not marketers." Phineas leaned forward, and I saw the familiar gleam appear in his eyes.
"New technology and an entirely new concept?"
"Yes." I turned toward him.
"I had to account for a great many variables, but now I can see the entire picture. If we enter this market now, aggressively and with the right strategy, then in five years we will be…" I paused, choosing the right words.
"…very high indeed." Salazar, who had listened in silence until then, spoke unexpectedly.
"You know, I don't see much point in asking the boss these questions anymore." Several people turned toward him in surprise. Salazar rarely spoke during meetings unless the subject involved patents or legal technicalities.
"Compared with him," he continued, looking around the table, "I sometimes feel we're starving blind men unable to see the plate of food directly in front of us. How many times has Mr. Miller proposed something that sounded insane? And how many times has he turned out to be right?" Rutman opened his mouth to object, but Salazar did not let him.
"It's always the same story. We doubt him. He does it anyway. Then we count the profits. Even if we fail this time—which, frankly, I find difficult to believe—it will not break the company. We're standing too firmly now." He shrugged and leaned back in his chair.
"So I'd rather hear the important part." The room fell silent.
"Thank you, Salazar. In that case, we'll skip the debate over whether the idea is worthwhile and go directly to strategy." I returned to the table and spread out the documents I had spent the previous week preparing.
"Here is the plan. First, we acquire MOS Technology. They manufacture the 6502 processor, which will become the heart of the entire industry. Stark, Trask, Commodore, Atari—almost no one has understood its potential yet. Before long, many of them will have no choice but to come to us and use the chip because there will be no affordable alternative. That means control over a considerable portion of the industry." Prescott whistled.
"We're buying the entire company?"
"They are in a difficult financial position, and the founders are looking for an investor. From what I've heard, they approached Commodore, but negotiations have dragged on while Commodore squeezes them for concessions, lowers the price, and waits for desperation to set in. Standard tactics when a buyer smells blood. I estimate that complete control will cost around one-point-two million. We'll arrive with cash and close the deal in a week." Chen began writing rapidly in her notebook. I turned the page.
"Second: Shugart Associates. They manufacture floppy-disk drives, including the five-and-a-quarter-inch format that will soon become the industry standard. The founder, Alan Shugart, is a brilliant engineer and, in my opinion, a terrible businessman. The company is starving for capital. He has missed several lucrative contracts and failed to broaden the applications of his invention. In other words, he is sitting on a gold mine and has no idea what to do with it.
A million dollars, perhaps slightly more, gives us complete control over data-storage technology."
"Why do we need disk drives?" Corrigan asked with a frown.
"I thought games came on cartridges. Atari, Fairchild…"
"That is precisely the point." I smiled.
"I want our own platform. Cartridges create too much dependence, and the technology has serious limitations. They are expensive to manufacture, restricted in storage capacity, and do not allow players to save their progress. Imagine playing for three hours, switching off the console, and losing everything. You have to start again from the beginning. That closes off countless possibilities for game developers." I paused to let them consider it.
"We will use disks. They are cheaper, hold more information, and allow saved data. That will give us an advantage our competitors won't be able to copy for years. While they continue struggling with cartridges, we will move an entire generation ahead." Phineas was already scribbling furiously in his notebook, completely absorbed in the problem.
"Standard five-and-a-quarter-inch disks are too fragile," he said without looking up.
"They're practically exposed. A thin flexible envelope with the magnetic surface visible through the read window. Children will destroy them in a week. Bend them, scratch them, cover them in fingerprints… They need a protective shell. Rigid plastic instead of a flexible sleeve. A metal shutter over the exposed surface, perhaps a spring-loaded mechanism that opens only after the disk enters the drive. That would protect it whenever it isn't inside the console." I listened and smiled inwardly.
Without realizing it, Phineas was describing a technology that would not appear in my world for several more years: smaller floppy disks in rigid plastic cases. That was exactly what they would eventually become. To be honest, I had spent a long time thinking about storage media. My first thought had been optical disks. Compact, spacious, and cheap to manufacture. In my old life, they seemed perfectly ordinary. Here and now, however, laser readers cost a fortune and occupied half a room.
The technology existed in laboratories, but mass production was at least ten years away. Beautiful idea. Completely impractical. For now. Then I considered jumping directly to a smaller rigid-disk format. More compact, more durable, more convenient. That idea ran into another wall. Creating such a disk required new drives, new mechanics, and new read heads. Months of development, enormous investment, and no guarantee of success within our deadline. We simply did not have the time. Atari was launching in September.
If we were not ready by then, the window of opportunity would narrow considerably. So we would use the five-and-a-quarter-inch format. The technology already existed, Shugart had refined it, and the production lines were ready. We would take what was available and improve it: add a rigid protective shell, install a metal shutter, and make the disk durable enough for ordinary consumers. A compromise, but a reasonable one.
Later, once we established ourselves and earned enough money, we could think about the next generation. Smaller disks. Perhaps even optical media, if the technology matured. That would come later. For now, the important thing was entering the market first and claiming the territory.
"That is exactly what I intended to ask you to develop," I told Phineas.
"A disk format in a protective shell. Our own proprietary standard, protected by patents. Competitors will not be able to use ordinary floppy disks in our consoles. Only our disks."
"That creates an ecosystem." Phineas finally raised his head, his eyes burning with a familiar fire.
"We control both the hardware and the storage medium. That means… that means there are so many possibilities." He put down his notebook and began speaking more quickly, gesturing as he went.
"Take cartridges. I dismantled the whole technology when I became interested in it. Any competent engineer can see the disadvantages you mentioned. But the worst part is that developers are completely dependent on the damned cartridge licenses. You want to release a game? Pay. You want to manufacture a production run? Pay again. Many developers cannot bring their creations to market at all because they cannot afford the fees."
He sounded so personally offended that I realized Phineas was a much more enthusiastic gamer than he let on. Jennings tapped his pen against the table and joined the conversation.
"As I understand it, the existing companies have secured the cartridge market legally. Patents, licensing agreements, exclusivity contracts. If we create another cartridge-based console, we will have to follow someone else's rules, pay royalties, and negotiate every step." He paused, calculating something in his head.
"Your disk approach is more technically complicated, but from a legal standpoint, it puts us in the stronger position. Easier to protect and easier to control. If it works, the profits will be enormous. We will become the ones issuing licenses." Anna Maria Kozlowski raised her hand with slight embarrassment.
"I'm not particularly interested in video games," she began, "but I heard that Atari plans to unveil a new product in September. Have you heard anything about that?" I grinned.
"Of course I have. It means we have roughly three months." A murmur ran through the room. The same thought appeared on nearly every face. Damn it. Another race at a suicidal pace. Corrigan rolled his eyes. Rutman sighed heavily and tightened his grip on his pipe. Only Phineas looked as if someone had announced Christmas was coming in March.
"To make this work, we will have to use everything we have built," I continued.
"Connections, money, personnel. Everything." I looked around the table, stopping briefly on each person.
"Salazar, prepare to work without sleep. Every technology and every idea must be patented before the competition has time to blink." He nodded, already making notes.
"Jennings, prepare for a mountain of lawsuits. They'll begin the moment we enter the market. Also prepare the legal framework for acquisitions. We will be buying anything valuable that isn't nailed down." The attorney smiled grimly.
"When has it ever been different?"
"Mrs. Grant." I turned toward our real-estate specialist.
"Please expand our office space for a new division. We're about to increase staff again, and this time the growth will be sudden rather than gradual. We may need a separate building for the gaming operation." Eleanor nodded, already running through possibilities.
MOS Technology was based in Norristown, Pennsylvania. The building looked exactly as I expected: a squat concrete box with the company logo on the facade, a parking lot filled with inexpensive cars, and the constant hum of industrial ventilation. A typical engineering company that spent its money on development rather than appearances. Chuck Peddle, the head of MOS, met me in a conference room. He was a tall, lean man in his early forties, with tired eyes.
He had created a processor that cost twenty-five dollars while Intel's competitors sold for three hundred, yet it offered comparable performance. A revolution the industry had not yet recognized. Unfortunately, as often happened with brilliant engineers, Peddle lacked many of the skills required to push his product forward. Business connections. Marketing instincts. The ability to sell not merely a technology, but a vision.
That had created his current situation: an excellent product and an industry that had no idea where or how to use it. The acquisition proceeded without surprises. Peddle had spent months negotiating with Commodore, and they had exhausted him. Jack Tramiel, Commodore's chief executive, was famous for his brutal approach to business. He applied pressure, demanded concessions, delayed decisions, and waited for sellers to break and surrender their companies for almost nothing.
When I arrived with an alternative offer, Peddle came back to life. Fast closing. Cash up front. No games. I watched the tension leave his face when he understood he would no longer have to humiliate himself before Tramiel. But I needed more than an engineer and another salaried employee. I needed an ally who would work with genuine enthusiasm. Peddle was a genius, and men like him did not give everything they had for a fixed salary. They needed ownership, the feeling that they belonged to something larger.
Besides, this was his creation. He had designed the architecture from the ground up and poured years of his life into it. Sleepless nights, endless battles with Motorola management before leaving in fury. If he became an ordinary employee, even with an excellent salary and impressive title, it would slowly eat him alive. I had seen it happen more than once. Talented people deprived of any sense of ownership over their own creations gradually lost their spark.
They became bitter workers counting the days until retirement. I did not need that version of Chuck Peddle. I needed a Peddle who still burned. One who felt that the 6502 remained his and that the success of both the company and his own finances depended directly on his work. So I offered him five percent of the company under a structure my lawyers and I had created during Aegis's earliest days. Nonvoting shares, providing income but no strategic authority.
Peddle would receive dividends and a percentage of profits but could not influence major corporate decisions. That mattered. I wanted his mind and his loyalty, not another person at the negotiating table challenging every decision. To his credit, Peddle understood. The freedom to create without watching every dollar or fighting bureaucracy mattered more to him than a vote on the board. Negotiations took three days. The attorneys examined documents, accountants checked the numbers, and Peddle consulted his team.
MOS engineers were wary at first. Any takeover was frightening, particularly when the new owner came from an entirely different industry. Once they learned that I intended not to cut the workforce but to expand production, the atmosphere changed. We finally shook hands on one-point-one-five million dollars for full control. Peddle would remain chief technical officer and receive five percent of the new structure. Every engineer would keep his job and receive a ten-percent raise.
Manufacturing would remain in Pennsylvania. As I left the building with the signed contract in my briefcase, a strange feeling washed over me. I had just purchased the company whose processor would power millions of devices around the world. In a sense, I had rewritten the future of an entire industry. In my world, Commodore would acquire MOS and become one of the giants of the computer era. Now that would never happen, and it felt damned good.
I had become a player capable of influencing the world and the direction of its development. I just had to remember that Commodore would learn about the deal within days. I could already imagine Tramiel's face when someone informed him that the company he had nearly forced into submission had been taken by an upstart from the security and office-supply industries. He would be furious. Tramiel was not a man who forgave such things easily.
I would need to warn Jennings to prepare for whatever shit Commodore tried to throw at us.
Shugart Associates proved more interesting. That old bastard shredded my nerves before agreeing to anything. An eccentric man operating according to a logic no sane person could follow. He met me in an office where nothing seemed to have a proper place. The room reflected its owner's complete disregard for such concepts as order or design. Components, documents, tools, and magazines were piled across the desk, chairs, and floor. The ashtray overflowed with cigarette butts. The air smelled of tobacco and plastic.
Shugart sat behind the desk, smoking and staring at me without offering either a seat or an introduction.
"Mr. Shugart, I'll get directly to the point," I began, sitting without waiting for permission.
"I'm interested in your company and its technology. I want to buy it." He inhaled and blew smoke in my direction.
"A boy with no connection to the industry and no idea what he's walking into wants to buy my company. Interesting." Excellent negotiating style, I thought. Not a trace of respect for the other person.
"If I came here, it means I have a vision for how your technology can be used."
"Vision." He snorted.
"A lot of people have sat in that chair over the last few months. The vultures began circling the moment they heard the company was in debt." He crushed out the cigarette and immediately lit another.
"Know what I told every one of them?" I raised an eyebrow.
"I told them to go to hell." He leaned back in the chair.
"And it isn't only about money, though most of them offered next to nothing. I need to see a direction. I no longer care even about my legacy. Let the company sink. Let the creditors tear it apart. But while I'm still sitting in this chair, I want to know where a buyer intends to take what I built. If I hear nothing worthwhile, the conversation ends." My eyebrows climbed. Where was the logic? The old man had clearly taken one blow too many to the head.
He created the company, spent years building it, called it his legacy—and was willing to watch creditors dismantle it because potential buyers had failed to give him a sufficiently beautiful speech?
"I'll be honest," I said.
"I don't understand your logic. At all. If you care so little about the invention, wouldn't it be easier simply to sell the company?" Shugart exploded.
"Care so little?!" He shot to his feet, knocking over the ashtray. Cigarette butts scattered across the desk.
"I spent more time developing this technology than you've been alive! And little bastards like you come in here and offer pennies! Pennies for my life's work!"
"I haven't offered you anything yet."
"You're all the same!" He waved a hand.
"First comes the sweet talk, then an offer that wouldn't feed a dog. Some idiotic scheme where my technology serves no real purpose! So what difference does it make if the creditors tear it apart?" I was a patient man. An extremely patient man. But weeks without proper sleep and constant pressure had shortened my temper, and this stubborn old man with his insane reasoning became the final straw.
"Do you understand how badly you contradict yourself?" I snapped.
"You say you aren't willing to sell. You present yourself as a poor, mistreated craftsman surrounded by evil vultures."
"I'm not presenting—""But at the same time, you are willing to abandon everyone working for this company. The engineers who believe in you and your technology. You are prepared to let the entire business collapse rather than compromise. Where is the logic in that?"
"You have no right to judge me, boy!" Shugart pointed at me.
"You have no idea what I've been through! I left IBM when they were paying me more money than you'd seen in your life! I risked everything!"
"So what?" I stood as well.
"Do you want a medal for courage? You took a risk and lost. This is business, Shugart. No one hands out prizes for good intentions."
"How dare you—""And frankly, I don't care what you went through!" Heat rushed into my face.
"You have a technology that can change an entire industry. Instead of finding an application for it, you're sitting in here smoking and feeling sorry for yourself."
"I am not feeling sorry for myself!"
"You absolutely are.
'No one understands me. Everyone wants to cheat me. Better to let everything burn than give it to someone unworthy.'" I mimicked his voice.
"That isn't principle, Shugart. It's a child's tantrum." He turned so red that for a moment I wondered whether the old man would have a heart attack in front of me. Somewhere at the edge of my mind, I understood that I had gone too far and would probably need an entirely new strategy. I still could not stop.
"You… you…"
"What? I'm telling the truth? Yes, I am. You're a terrible businessman, Shugart. Absolutely terrible. You created a brilliant technology and somehow drove your company to the edge of bankruptcy."
"The market isn't ready!"
"Is the market not ready, or did you fail to prepare it?" I stepped closer.
"How many contracts did you lose because you don't know how to talk to people? How many investors did you frighten away with your stubbornness? How many opportunities did you piss away because you were too proud to listen?"
"Get out of my office!" Shugart grabbed a metal component from the desk and hurled it against the wall. It struck with a sharp clang and fell to the floor.
"No."
"I said get out!" He advanced toward me, and for a moment I thought we were about to start fighting.
"Leave before I call security!"
"What security?" I refused to move.
"You can't afford to hire a guard! You owe back wages. Your creditors are lined up outside, and you're threatening me?"
"You—" He stopped half a step away, breathing heavily. His fists were clenched and the veins in his neck stood out.
"You think you're better than everyone else? You think you walked in here and understood everything?"
"I think I see a man willing to destroy his life's work out of pride. That isn't courage, Shugart. It's cowardice. You're afraid someone might use your technology in a way you dislike, so you would rather see no one use it at all."
"Shut up!"
"No. You're going to listen, because no one else is willing to tell you this. All those vultures you despise at least tried to do something. You've simply surrendered. You sit in your filthy office, smoke, complain about fate, and wait for the end."
"I haven't surrendered. I—""What? You're holding the line? Protecting your legacy?" I laughed bitterly.
"You contradict yourself every other sentence." We stood facing each other, both breathing hard. Then he stepped away, dropped into his chair, found another crumpled pack of cigarettes, and lit one. He inhaled deeply and stared into empty space. I adjusted my tie. Since he had stopped throwing me out, I saw no reason to leave. I sat again, leaned back, closed my eyes, and waited. Let the old man digest it. I was in no hurry. One minute passed, then another.
Only the quiet crackle of the cigarette disturbed the silence.
"Arrogant little bastard," Shugart finally muttered. I opened my eyes. He was looking at me, but the anger had faded.
"At least you have the balls to tell me exactly what you think. That's rare."
"For future reference, this is not how negotiations are supposed to work. It's bad for business."
"To hell with business etiquette." He waved the cigarette. I grinned.
"I had gathered that. In any case, I should apologize for losing my temper. I haven't slept enough recently, and my nerves are shot." Shugart smiled unexpectedly.
"You remind me of myself. I used to burn for the work too. Never paid attention to minor things like sleep or food." He ran a hand through hair that was already thoroughly disordered.
"All right. Let's forget the argument. Tell me what you want from my technology. You already understand that I'm a strange old man and that this matters to me. Not numbers. Not projections. Your vision." I leaned forward.
"I want to build a new platform. Gaming consoles—or home entertainment systems, if you prefer. Your disks are perfectly suited for it. Naturally, they will require adaptation. A great deal of work on protection and reliability. But the potential is enormous." Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.
"Gaming consoles?" He raised an eyebrow.
"Those things with little squares moving around the screen?"
"For now, they are little squares. We're working on that." I took a drawing from my briefcase and placed it before him.
"A disk in a rigid plastic shell. A metal shutter. A spring-loaded mechanism. Protection from children, dust, and scratches. Your technology brought to its logical conclusion." Shugart picked up the sheet, turned it around, and frowned. He unearthed a magnifying glass from one of the piles and began studying the details.
"Interesting," he murmured.
"Very interesting. A spring-loaded shutter… yes, that solves surface contamination."
"Every console contains one of your drives. Every game comes on a disk. Millions of units, not corporate clients buying one drive at a time. The mass market." He looked up.
"Do you already have manufacturing capacity?"
"I acquired MOS Technology last week. The overall project will enter final development shortly."
"Peddle sold MOS to you?"
"Yes."
"Good. I'm glad Tramiel didn't get his hands on it." Shugart studied the drawing again, chewing his lip.
"How much are you offering?"
"One-point-two-five million for the entire company. Every share."
"Every share?"
"I will exchange part of them for nonvoting stock afterward." Shugart slowly placed the drawing on the desk.
"Nonvoting," he repeated.
"Meaning you are removing me from management."
"I want you doing what you do best: designing and inventing. You will have complete freedom on technical matters. But I'm sorry, I will not entrust you with the business. You'll receive a percentage of the profits. I doubt you actually want anything more."
"You really have become insufferably arrogant," he muttered.
"I'm simply drawing conclusions from what I've seen." Shugart grunted. He put out his cigarette, immediately took another from the pack, but did not light it. Instead, he rolled it between his fingers.
"One million three hundred."
"One million two hundred and fifty. You're not in a position to bargain."
"One million two hundred and seventy-five."
"One million two hundred and sixty. Final offer." He drummed his fingers against the desk, muttered something under his breath, looked at the drawing, then at me, then back at the drawing.
"All right," he finally said.
"Damn you. Take it." He extended a hand, and I shook it immediately.
"Just remember," he added.
"If you destroy what I spent twenty years building, I'll find some way to make your life miserable."
"I suspect you'll be looking for ways to thank me instead." Shugart snorted.
"Overconfident puppy."
"Self-centered old bastard."
The hunt for talent continued alongside the acquisitions. I drew up a list of people and companies I wanted. Not merely competent engineers and programmers, but the people whose games and technologies would define the industry for decades. Names that had become legendary in my world but were still wasting away in Atari's shadow here. Prescott's recruitment department handled the work and performed brilliantly. I provided names, descriptions, and approximate terms.
They did everything else: established contact, tested interest, arranged meetings, negotiated, and persuaded. Over the years, they had learned to steal valuable employees almost as effectively as Corrigan sold smoke detectors. Jay Miner was working at Atari on the graphics chip for its new console. A gifted engineer suffocating beneath corporate bureaucracy, denied the freedom to pursue his ideas. In my world, he would eventually leave and create the Amiga, one of the most revolutionary computers in history.
We offered him the position of chief graphics engineer, complete creative freedom, and equity in the company. He accepted within three days, before anyone had finished explaining the benefits package. David Crane was a young programmer barely into his twenties and already regarded as one of Atari's best. In the future, he would leave to help create Activision, the first independent game company, and develop Pitfall!, one of the Atari 2600's best-selling titles. His greatest frustration was the lack of recognition.
He created games that sold millions of copies, yet no customer ever saw his name because Atari refused to credit developers on the packaging. We offered what Atari never would: his name on every game and royalties from sales. He thought for a week, consulted his wife, and weighed the risks. Then he called and accepted. Warren Robinett, another Atari programmer, had not yet become famous, but I knew he would create Adventure, the first true adventure game with a large world and hidden secrets.
He wanted the freedom to make something of his own instead of endlessly producing Pong variations on command. We gave him that freedom. Ed Logg. Rob Fulop. Alan Miller. One after another, Atari's best programmers joined us. We offered each of them what the corporation withheld: recognition, money, and creative freedom. By the end of the month, Atari had lost nearly half its talent. By the time someone in upper management finally sounded the alarm, it was too late. Jerry Lawson was a different case.
He worked at Fairchild and had created the Channel F, the first console in history to use interchangeable cartridges. He was a Black engineer in an industry where Black engineers could be counted on one hand. A genius chronically underestimated because the people making decisions could not accept that someone with his skin color might be exceptional. He was the hardest to recruit. Fairchild clung to him for dear life, and Lawson himself was reluctant to abandon stable employment for a risky new venture.
It took several meetings, a personal call from Peddle, and a long technical conversation with Phineas. Eventually, he agreed. His experience with cartridge-based systems proved invaluable. Who better than the creator of the format to help us surpass it? At the same time, we acquired companies that were vulnerable enough to buy. Meadows Games was based in Sunnyvale and had manufactured arcade machines since 1974. A small company with talented engineers, weak management, and chronic financial problems.
It had created several interesting games, including Bombs Away, but could not sell them properly and was destined to disappear by 1978. We acquired the company for one hundred and eighty thousand dollars, including the engineers, patents, and production equipment. The owners were so relieved to escape the burden that they barely negotiated. PSE—Project Support Engineering—was another small Sunnyvale arcade company.
Its story was almost identical: intelligent people who understood technology and knew absolutely nothing about running a business. For one hundred and fifty thousand, their team joined our growing organization. Cinematronics was the most interesting acquisition. It was a very young San Diego company founded by two NFL players, Gary Garrison and Dennis Partee, together with businessman Jim Pierce.
They were barely surviving on Pong clones and stood on the edge of bankruptcy, without enough money to pay their employees. But they had contact with Larry Rosenthal, an MIT student who had developed a revolutionary vector-graphics technology called Vectorbeam. In my world, Cinematronics would release Space Wars in late 1977. It would become the first commercially successful vector-graphics game and sell more than thirty thousand arcade cabinets. I moved first.
Two hundred thousand dollars for a controlling interest in Cinematronics. A separate exclusive agreement with Rosenthal for use of his technology. Another hundred thousand to secure the patents. Vector graphics would dominate arcades for the next several years. Now that future belonged to us. The most important transaction, however, was the Magnavox license. Ralph Baer, the man later known as the father of video games, had patented the basic concept of playing games on a television in the early seventies.
His patents were so broad that they covered almost any device displaying an interactive image on a television screen. In my world, Magnavox sued nearly everyone and earned around a hundred million dollars over twenty years of litigation. Atari paid them one and a half million for a license, and that was considered a bargain. Other companies paid more or collapsed beneath their legal bills. I had no intention of repeating their mistakes.
Jennings approached Magnavox and, after two weeks of negotiations, secured a licensing agreement: two hundred thousand dollars up front, plus fifty cents for every console sold. Expensive, but it insured us against future disaster. We could now sell gaming systems legally without fearing patent trolls or waiting for a court summons to arrive one morning.
Meanwhile, Salazar and his nephew worked without pause, registering everything our engineering team created: the proprietary disk format, the rigid case with its metal shutter, the spring-loaded opening mechanism, Jay Miner's graphics chip, the sound system, and the copy-protection method. By the end of the month, twenty-three patent applications were pending and another fifteen were being prepared. We were building a patent wall around our technology.
Any competitor trying to produce something similar would run directly into a fortress of legal claims. When I calculated the cost of the acquisition campaign, the number was impressive. MOS Technology took one-point-one-five million. Shugart Associates cost one-point-two-six million. Meadows Games, PSE, Cinematronics, and Vectorbeam together required six hundred and thirty thousand. The Magnavox license cost two hundred thousand.
Recruiting specialists—including signing bonuses, relocation packages, and salary advances—consumed another three hundred and fifty thousand. Patent work cost one hundred and twenty thousand. Four million dollars in a single month. An aggressive start? For most people, it was beyond aggressive. It was outright insanity—spending a fortune on an obscure niche no one yet understood. The result justified it. We had placed the finest engineers in the industry beneath one roof.
People who had created the future separately in my world were now working together. We controlled processor and storage production, giving us independence from outside suppliers and the ability to dictate prices to competitors. We owned patents protecting the essential technologies from imitation. And we had the legal right to sell consoles without fearing a devastating lawsuit. Phineas, Jay Miner, Shugart, Peddle, Lawson, and dozens of other engineers worked around the clock.
I gave them a task, resources, and a deadline: a functioning console prototype had to be on my desk in one month. They finished in twenty-six days. When I reached the laboratory, the entire team was there. It was a strange sight: two dozen people, unshaven, red-eyed from lack of sleep, dressed in wrinkled shirts stained with coffee. I saw no dissatisfaction in any of them. A console stood on the table in the center of the room.
It had a smooth gray body with rounded corners, an elegant disk slot, and two controllers with comfortable grips. Beside it lay a stack of prototype disks in rigid protective shells, complete with metal shutters and spring mechanisms. The front panel carried the Aegis Entertainment logo in silver against black.
"Well?" I said.
"Turn it on." Phineas looked at Jay Miner. Miner nodded to Shugart, and the old man pressed the power button with undisguised pleasure. The television flickered, static ran across the screen, and then our logo appeared against a black background, accompanied by a short musical jingle one of the programmers had composed in his spare time. The game loaded next. A simple space shooter David Crane had assembled in a week to test the hardware.
Even in this hastily built test version, the graphics were sharper, the colors brighter, the sound richer, and the controls more responsive than anything else on the market. A small spacecraft moved smoothly across the screen. Laser fire came with satisfying sound effects. Enemy explosions burst into colorful pixel fireworks.
"Loading time?" I asked.
"Four seconds," Shugart answered, pride badly concealed in his voice.
"We optimized the drive controller and rewrote the firmware from the ground up. Faster than any commercial floppy drive currently available. I guarantee it."
"Saving?" Lawson took the controller and demonstrated. The game displayed a menu. He selected SAVE, and the screen showed a small animated icon beside the words WRITING DATA. A few seconds later, the process finished. He switched off the console, waited, and turned it on again. The same game loaded. Every achievement, score, and completed level remained intact. In my world, console games would not allow saved progress for several more years, and even then only through expensive memory chips installed in cartridges.
We had solved the problem immediately, elegantly and cheaply, simply by choosing disks.
The remaining money went into manufacturing, infrastructure, and marketing. By that point, Chen had stopped being surprised by the scale of my plans and merely organized the financial flows. We invested around eight hundred thousand dollars in expanding MOS Technology and Shugart's manufacturing capacity, purchasing new equipment and hiring additional employees.
Another three hundred thousand went into leasing and equipping a console-assembly line in an industrial area of New Jersey, not far from our training compound. The money did not come solely from our accumulated reserves. Our primary businesses continued generating profit with admirable consistency, and most of it was immediately reinvested. Smoke detectors became mandatory in three more states, and orders exceeded our production capacity.
Automobile alarms with backup batteries continued selling faster than we could manufacture them. Insurance companies recommended them to clients, and Western Auto tripled its order. Personal alarms sold in the millions. Office supplies remained our largest established division, and continued expansion pushed its profits to an entirely new level. Hundreds of thousands of dollars in net profit entered the company's accounts every month, and every month we poured the money back into growth.
New factories, new equipment, new employees, new markets. We were growing exponentially, and that growth now allowed me to enter the video-game industry with resources no startup in the field could even imagine. One of our first decisions was to create a separate headquarters for the gaming division. Grant found a building in Sunnyvale, in the heart of what would later become known as Silicon Valley, only a few blocks from Atari's headquarters.
It was a three-story office complex with spacious rooms, good ventilation, and parking for a hundred cars. The previous owners had gone bankrupt, and we purchased the building for four hundred and fifty thousand dollars, roughly half its market value. Inside, we spared no expense. Every programmer and artist received a private office instead of being packed into the communal rooms common at other developers.
We purchased the finest available equipment: PDP-11 terminals for development, oscilloscopes for debugging, and specialized workstations for graphics. We built a sound studio with professional acoustics and recording equipment because music and sound effects were essential parts of the gaming experience—and parts our competitors chronically underestimated. A testing laboratory contained dozens of televisions from different manufacturers, allowing us to check compatibility on every major model.
All of it belonged to a new subsidiary: Aegis Entertainment. Music, films, television—anything involving media or entertainment would eventually fall under this division. For now, games were the priority. Alongside the major acquisitions, I purchased smaller but strategically important patents and licenses. SRI International held the patent for the computer mouse invented by Douglas Engelbart several years earlier, a device that moved a cursor across a screen using a small box with wheels.
At the moment, it seemed like an exotic laboratory toy. I knew that within several years, the mouse would become an essential component of every personal computer. SRI did not fully understand the value of what it owned and happily licensed the patent for almost nothing. We paid forty-five thousand dollars for a lifetime right to manufacture and use it. My first instinct had been to buy the patent outright. Forty-five thousand for a license? I would have paid half a million. A million.
Whatever they wanted, if it gave me exclusive rights to a technology that would exist in every office in the world within a decade. But SRI proved difficult. This was not a desperate startup. It was a respected research institute with government contracts and a multimillion-dollar budget. The board would never approve an outright sale. It would create a precedent, and the next day every corporation in America would line up to purchase research for pennies. I attempted another approach.
I offered to finance Engelbart's future work in exchange for priority access to the results. I proposed a joint venture. I offered a long-term royalty agreement that could earn them more than the patent had produced in its entire history. SRI's bureaucracy chewed on every proposal for weeks before producing a polite rejection. Eventually, I accepted the standard lifetime license for forty-five thousand dollars. It was still an extraordinary bargain. I had simply become slightly spoiled.
Gary Kildall, a young professor at the Naval Postgraduate School in Monterey, had recently created an operating system called CP/M—Control Program for Microcomputers. It was the first true operating system for personal computers that allowed a microprocessor to communicate with a disk drive. Kildall sold licenses through his tiny company, Digital Research, for seventy dollars per copy. Most people in the industry had no idea how important it was.
I paid him twenty-five thousand for an expanded license allowing modification and integration into our products. He was so delighted by the money that he did not even negotiate. I tried to acquire the company outright, but he refused. Gary loved his creation too much. Other patents and licenses were easier because their owners were not idealists. I purchased a patent covering capacitive touchscreens from a small Illinois research company for eighty thousand dollars.
The technology was crude, bulky, and impractical for existing electronics, but I knew that in thirty years, the entire world would be touching glass screens with their fingers. The owners were happy to sell an asset that generated no income and required annual maintenance fees. Several patents involving data-compression methods cost forty thousand in total. One described an algorithm similar to what would later become LZ compression. Another concerned optimized storage of graphical information.
A third covered the efficient transmission of data through limited-bandwidth channels. All were theoretical developments whose creators had no idea how to use them. I bought a patent for an analog joystick concept for twenty-five thousand from a Florida engineer who had registered the idea but never found an application. Digital joysticks—left, right, up, down—were standard. Analog control, where the degree of movement mattered, seemed like an unnecessary luxury. Not to me. I needed that patent.
I acquired several patents involving peripheral interfaces from different sources: standardized connectors, data-exchange protocols, and methods of connecting devices without restarting the system. At the moment, these seemed like minor technical details interesting only to engineers. I remembered the patent wars of the nineties and two-thousands, when every electronics manufacturer paid royalties simply to use common connectors. The best purchase came from the remains of a bankrupt Boston laboratory.
For a ridiculous thirty thousand dollars, I acquired a portfolio of twelve patents concerning digital sound processing: sampling, synthesis, filtering, mixing. Everything upon which the digital-music industry would be built within a few years. The bankruptcy administrators were delighted to receive anything at all for documents no one else wanted. After these purchases, Aegis Patents controlled a portfolio of two hundred patents and fifty-two licenses.
Total cost: approximately six hundred and twenty thousand dollars.
Game development proceeded alongside construction of the console. I spent long hours with the development teams, sketching ideas, explaining concepts, and describing games that would capture the imagination of millions. A space shooter with waves of enemies, steadily increasing difficulty, and graphics and sound creating the impression of a real battle among the stars. An adventure game with a vast world to explore, puzzles to solve, and the ability to preserve progress.
A racing game with smooth animation and a genuine sensation of speed. Sports simulations: football, basketball, baseball. Puzzle games for people who preferred thinking to shooting. I was involved in the console's physical design as well. I insisted on rounded corners and smooth lines instead of the ugly angular boxes our competitors produced. The color scheme would be a gray body with black details and a silver logo.
The controllers had to rest comfortably in the hands, with ergonomic grips and buttons positioned within easy reach. The musical identity became a separate project. I hired several musicians and told them to create a recognizable sound for the brand: a startup jingle, menu music, and game effects. Every sound had to be memorable, immediately identifiable, and capable of forming an emotional connection with the player. The advertising and marketing campaign received equal attention.
Greer designed a layered strategy: mysterious advertisements in technical magazines, hints about a revolution in home entertainment, and rumors we deliberately spread through the appropriate channels. Then came a New York press conference, private demonstrations for journalists, and demo systems sent to influential reviewers. Finally, a full mass-market campaign: television commercials, print advertising, and in-store posters. We signed an exclusive agreement with Sears.
For the first three months, they would be the only retailer selling the console. In return, they agreed to provide dedicated display areas in two hundred stores across the country, train their sales staff, and finance part of the advertising campaign. Distribution and logistics demanded no less attention. We leased warehouse space at key points on the East Coast, in the Midwest, and on the West Coast.
We signed contracts with freight companies and developed an inventory system capable of tracking every console and disk from the factory to the retail shelf. At the same time, I prepared for international expansion. Our foreign department had grown considerably and established enough connections that we could begin moving beyond the market known as America. The United Kingdom and West Germany were the priorities. Both already had cultures developing around home computers and electronic games.
We opened negotiations with local distributors, studied localization requirements, and prepared translated versions of games in German and French. Japan was more difficult. A closed market governed by its own rules, where foreign companies traditionally struggled. But I knew Japan would become enormous, so I began laying the foundations for our eventual entry. While we prepared for launch, the money kept coming. The security divisions became more profitable each month.
Production expanded, manufacturing costs fell through economies of scale, and demand continued rising. By the time the console was ready, the combined annual revenue of all our divisions had exceeded ten million dollars. That figure would soon rise dramatically, because many of our investments had not yet had time to produce their full returns. By August, everything was ready. The console passed final testing. A fifteen-game launch pipeline had been completed, though the titles would be released gradually.
Production lines ran at full capacity, manufacturing consoles and disks. Warehouses filled with inventory. The advertising campaign had begun, and the first commercials were already appearing on television. The Aegis Entertainment System—AES—was ready for the market. The launch took place on August 25, 1977, one month before the announced release of the Atari 2600. The first few days were strange. Not disastrous, but not triumphant either.
Customers approached the displays inside Sears and examined the console with mild confusion. Video games? Those things with little squares people played in bars? You wanted me to install one in my home and pay one hundred and seventy-nine dollars for it? The salespeople we had trained tried to explain the concept but ran into a wall of incomprehension. Home entertainment in 1977 meant a television, perhaps a radio, or, in a particularly comfortable household, a record player.
The idea that someone could connect a specialized machine to the television and control what happened on the screen seemed like science fiction. The first week brought slightly more than three thousand console sales. Not terrible for an entirely new product, but far below my expectations. Chen studied the reports, and I kept imagining a trace of satisfaction on her face, as though she were thinking, So not everything he touches turns to gold. Then again, I may simply have been exhausted.
The situation changed quickly. I still do not know exactly what created the turning point. Perhaps it was the six-page review published in Popular Electronics at the end of August, complete with photographs and enthusiastic commentary. The author, a gray-haired engineer named Earl Hanson who had worked with computers since the ENIAC era, wrote that in thirty years he had never held a device so likely to change the way ordinary people spent their free time.
He especially praised the graphics, calling them astonishing for a home system, and the ability to save progress, which he described as a revolutionary function capable of turning video games from a passing amusement into a genuine hobby. Perhaps it was word of mouth. People who purchased the console during the first week invited friends over to witness the technological miracle. Children who played at a neighbor's house returned home and tormented their parents until they agreed to buy the same machine.
Teenagers gathered around televisions and spent hours competing in Space Command or Speedway. Rumors of that console spread through schools and colleges faster than any advertisement could have managed. Or perhaps it was our demonstration program. We installed playable stations in the largest Sears stores, allowing anyone to try the console.
I insisted that the demos show the most impressive moments from our games: space battles filled with bright explosions, high-speed races accompanied by screaming tires, and adventures through mysterious underground ruins. People stopped to watch, then picked up the controller, then could not put it down. After that, they walked to the register. The second week brought eight thousand sales. The third brought fourteen thousand. The fourth brought twenty-two thousand. The sales curve climbed almost vertically.
Sears began calling every day, asking us to increase deliveries because consoles were disappearing faster than employees could place them on the shelves. The press, which had initially treated the product with skeptical curiosity, suddenly woke and began producing article after article. The New York Times published a feature titled A New Era of Home Entertainment?
The question mark did not prevent the author from devoting two thousand words to an enthusiastic description of how his twelve-year-old son spent three days in front of the television until he completed Quest of the Ancients. The author admitted that he had initially intended to confiscate the electronic toy, then sat down to try it himself and failed to notice four hours passing.
Business Week published an analysis of the emerging home-video-game market, describing us as an unexpected player capable of rewriting the industry's rules. The journalists noted our vertical integration, our control over processor and storage production, and suggested that our model might prove more stable than competitors dependent on external suppliers. Time ran a smaller piece in its technology section, accompanied by a color photograph of the console and the caption THE FUTURE IS ALREADY HERE.
The article quoted an MIT professor who predicted that our use of disks instead of cartridges might become the industry standard within several years. The greatest flood of praise came from specialized publications read by our core audience. Electronic Games placed us on the cover of its September issue. The editor personally tested all five initial releases and gave the system the highest rating the magazine had ever awarded to a home device.
He particularly praised the sound quality, which, in his words, brought the arcade experience into the living room without sacrificing atmosphere. He also noted that saved progress opened the door to entirely new genres previously impossible on home systems. Byte Magazine, aimed at a more technically sophisticated audience, published a detailed analysis of the console's architecture.
Their engineer disassembled the system and praised the construction quality: a well-designed cooling system, reliable connections, and easily replaceable components. He noted that our drive operated more quietly and quickly than most computer floppy drives and described the protective disk shell as an elegant engineering solution the entire industry should adopt.
Creative Computing published an enthusiastic review of Quest of the Ancients, calling it the first true computer role-playing game available to a mass audience. The writer compared it with tabletop role-playing games such as Dungeons & Dragons and suggested that games of this kind might attract an entirely new audience previously uninterested in electronic entertainment. By the end of September, the console had become a topic outside technical circles.
Johnny Carson mentioned the AES during a Tonight Show monologue, joking that his producer had purchased one for his children and could no longer remove them from the living room even by threatening to cancel their allowances. The audience laughed, and I understood that we had crossed an important line. We were no longer an obscure technical novelty for enthusiasts. The product was becoming a cultural phenomenon.
Several radio stations organized Space Command tournaments among listeners, with a free console as the prize. It was not our idea, but we happily supplied the systems. That sort of publicity was worth more than any purchased broadcast. In schools across the country, children boasted about their achievements in our games.
"I reached the third world in Quest."
"I broke the Speedway record." Phrases like these entered teenage vocabulary. Teachers complained that students spent lessons discussing levels and strategies. Parents complained that their children had forgotten their homework. It was music to my ears. It meant we had captured them. Atari released the 2600 in the middle of September. It should have become serious competition. They had a recognizable brand and Warner Communications' money behind them.
But when their console appeared beside ours, the difference was obvious even to inexperienced customers. Their cartridges cost thirty to forty dollars. Our disks cost nineteen ninety-nine. Their games fit into a miserable four kilobytes of memory. Ours occupied hundreds of kilobytes and offered more complex gameplay and far superior graphics. Their system could not save progress. Ours treated saving as a basic function.
Their graphics looked primitive even by 1977 standards, while our games, powered by Jay Miner's chip, displayed smooth animation and rich colors. Reviewers who received both systems consistently preferred ours. One InfoWorld writer summarized it perfectly:"Comparing the Atari 2600 to the Aegis Entertainment System is like comparing a wagon to an automobile. Both will carry you from point A to point B, but the experience is entirely different." By the end of October, we had sold eighty thousand consoles.
By the end of November, as the Christmas shopping season began, that figure had risen to one hundred and fifty thousand. Sears doubled its order, then tripled it, then called and offered to buy every console we could produce at almost any price. We could not supply them. Our factories operated at maximum capacity, three shifts a day, seven days a week. Shugart produced drives. MOS manufactured processors. The New Jersey assembly line never stopped. We still could not keep up with demand.
It was the sort of problem people dreamed of having. By the end of 1977, we had sold three hundred and sixty thousand consoles and nearly seven hundred thousand game disks. Gaming revenue reached thirty-four million dollars, surpassing even Chen's most optimistic forecasts. Net profit, after manufacturing expenses, marketing, and aggressive reinvestment, came to approximately five million. The money was not the most important part. The important part was that we had claimed the territory.
Our system became the standard against which every competitor was measured. Rivals began attempting to copy our disk format, only to collide with the patent wall Salazar had built. Our games established a quality threshold others now had to reach. Atari, despite its money and brand recognition, remained in second place. It sold fewer consoles than we did despite spending twice as much on marketing. Fairchild and its Channel F disappeared beneath the weight of our success.
By November, it was clear they could no longer compete. Sales had fallen to one-third of the previous year. Warehouses were filled with unsold systems, and the semiconductor giant's management began asking why it remained involved in an unprofitable entertainment business. I learned this through Angleton, whose people monitored our competitors. Fairchild Semiconductor was a major corporation with hundreds of millions in revenue. Its gaming division was barely a statistical error.
They had entered the market because they saw potential, but they were not prepared for an expensive war. Now that the fighting had become too costly, they wanted out. Negotiations took two weeks. Fairchild wanted to recover at least a portion of the money invested in Channel F. I explained that I was not purchasing their losses. I was purchasing assets: patents, manufacturing equipment, inventory, and, most importantly, people.
Jerry Lawson already worked for us, but the Fairchild gaming division still employed talented engineers I wanted. We settled on four hundred and twenty thousand dollars. For that price, I received full rights to Channel F technology, including the console architecture and all related patents. I received manufacturing lines that could be converted for our purposes.
I received inventories of components and completed consoles, which we later sold at a discount through lower-tier retailers, recovering approximately one-third of the acquisition cost. And I received the contracts of eight engineers who transferred to us with the division. Fairchild was satisfied. They had closed an unprofitable operation, received cash, and eliminated a persistent problem.
The press release described the transaction as a "strategic partnership" and a "transfer of assets to a specialized market participant." In reality, it was the funeral of Fairchild's gaming ambitions. But the corporate world prefers elegant language.
Naturally, rapid success attracted more than admiration. The first lawsuit arrived in October, while we were still celebrating record sales. Warner Communications, Atari's parent company, sued us for patent infringement. They claimed our save system used technology developed by Atari engineers and demanded an immediate halt to sales, plus twelve million dollars in damages. Warner Communications was not merely wealthy.
It was a media giant with annual revenue of one and a half billion dollars, controlling film studios, record labels, publishing houses, and cable networks. They had purchased Atari the previous year for twenty-eight million because they saw video games as the future of home entertainment. Then we appeared. An upstart from nowhere began taking the market they considered theirs. Steve Ross, Warner's chief executive, was known as a man who did not tolerate competition.
He built his empire through methods many described as ruthless. Lawsuits were among his favorite weapons: bury an opponent in paperwork, force them to spend time and money on attorneys, exhaust them until they surrendered or went bankrupt. Against small companies, the strategy worked every time. We were not a small company, but neither were we Warner. The next several months became a legal hell.
Salazar assembled a team of seven patent attorneys and worked eighteen-hour days, dismantling every line of the complaint. Our defense rested on a simple fact: the save technology was our original development built around writable disks, not cartridges. Atari used cartridges. We used disks. The approaches were fundamentally different. Warner had no intention of fighting honestly. A second lawsuit arrived three weeks later.
This time, they claimed our graphics chip infringed patents Atari had acquired from a bankrupt Texas laboratory. No one had heard of the patents because Warner had purchased them specifically for the lawsuit one week before filing it. The third case concerned controller design. The fourth concerned the sound chip. The fifth targeted the very concept of a home console connected to a television. Each lawsuit required a separate legal team, new expert witnesses, and thousands of hours of work.
Each froze part of our assets as security against potential damages. Each dragged me, Phineas, and Chen away from real work and into endless meetings with attorneys. The press eagerly picked up the story. Headlines ranged from the neutral— Warner Sues Console Manufacturer —to the openly hostile— Gaming Upstart Faces the Law. Some journalists were clearly receiving information directly from Warner's public-relations department. Their articles read more like indictments than reporting.
The worst moment came in December, when Warner obtained a temporary injunction against sales in California. Only two weeks, until the next hearing, but that was enough to destroy our Christmas sales in the largest state. California represented roughly twenty percent of the American market. Losing those two peak-season weeks cost us around four million dollars in unrealized profit. Chen showed me the calculations.
If the legal war continued for another year, it would consume every dollar of gaming profit and begin eating into our reserves. If Warner obtained a nationwide injunction, the damage would be catastrophic. I barely slept for several weeks. Then fortune finally smiled on us. Salazar found a weakness in Warner's strategy. The patents purchased from the Texas laboratory had a questionable history. The laboratory itself had collapsed after a scandal involving falsified research data.
Its founder was serving a prison sentence for fraud. A detailed review revealed that the patents had been filed with procedural violations and might have no legal validity at all. We countersued. We accused Warner of abusing the courts, knowingly using invalid patents to suppress competition, and attempting to monopolize the market. We demanded fifty million dollars in damages. We did not expect to receive fifty million. The claim forced their attorneys to divert resources from attack to defense.
It also showed the entire industry that we had no intention of surrendering. At the same time, Angleton used his contacts to learn who was actually directing the campaign inside Warner. Steve Ross was not personally managing the lawsuits. The man responsible was Martin Davis, a forty-year-old vice president for corporate development. An ambitious attorney hoping to impress his superiors and use the destruction of Aegis as a path to promotion.
Davis had a reputation as a ruthless operator, but his reputation was not spotless. There were rumors of questionable transactions, conflicts of interest, and connections to people whose names were best left unspoken. Angleton did not investigate too deeply. He merely informed several mutual acquaintances that we knew enough to make Mr. Davis's life extremely uncomfortable. I do not know what finally worked. Perhaps the countersuits. Perhaps Angleton's quiet hints.
Perhaps Warner calculated the cost and realized the war was hurting them as much as it hurt us. In February 1978, they proposed a settlement. The terms amounted to a draw. Both parties withdrew every claim. Both abandoned future demands against the other. Each paid its own legal costs. No money changed hands, and no one admitted wrongdoing. Naturally, I accepted. We had suffered enormous financial losses, but gained something else: a reputation. We had fought a giant and emerged alive.
After the Warner settlement, operations became considerably smoother. International expansion developed according to plan. The United Kingdom welcomed us enthusiastically. We signed a distribution agreement with Dixons, the country's largest electronics retailer, and by March 1978 our consoles appeared in three hundred stores from London to Edinburgh. West Germany proved more difficult because of certification requirements, but Grant found the correct people.
By summer, we entered the German market through a partnership with Quelle, the country's largest catalog retailer. Japan remained a difficult target. A closed market with its own rules, traditionally unfriendly to foreign companies. Local giants such as Nintendo and Sega were beginning to study the video-game industry, and challenging them directly on their own territory would have been suicidal.
We opened cautious negotiations with several Japanese firms concerning licensed manufacturing, but this was a long-term game. I did not expect results before 1979. The game library expanded steadily. Our programmers released three or four new titles each quarter, and every release renewed interest in the platform. Quest of the Ancients received a sequel that sold even better than the original. The space simulator Star Fleet became a hit among teenagers.
Sports games attracted consumers who had never previously cared about electronic entertainment. There were still countless questions and problems to solve, but they no longer required my constant attention. I had specialists for that now. The problem that did require my personal involvement appeared on its own. Well, not entirely on its own. Angleton brought it to me. I had attracted far too much attention.

Giữ khẩu khí thanh khiết — không văn tục, không phá chính trị.
Nhập môn