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Anyway,
you were saying that it was Videa, and...
RH: Well, Videa turned into Sente
Technologies. Nolan Bushnell came along and wanted to acquire us. He had been
held back from being in the games business with a non-compete agreement that he
had with Warner Communications when he sold Atari. That seven-year non-compete
agreement expired in 1983, and he would then be free to get back into games. In
preparation for that, he bought our development group. We had... I can't
remember exactly how many people, but I'm going to say a dozen or so who were
developers who were together at that point.
The name was changed to Sente Technologies,
and there was kind of a cute story connected to that. You know the name Atari
comes from the game of Go, and the term sente is another term that's used in the
game of Go. It's a counter to an atari, and that's where all that came from.
This was going to be the counter to Atari, but we wound up... the corporate
entity that bought us was Chuck E. Cheese Pizza Time Theater, so we wound up...
Sente Technologies was a subsidiary of Chuck E. Cheese.
We started building coin-operated games.
That was a real roller-coaster ride. We finished our first set of coin-op
games, introduced them into the marketplace, and then Chuck E. Cheese
collapsed, so we had to find ourselves a new corporate home. We sold Sente to
Bally, and then it became Bally/Sente. Across this several years period of
time, we started... as Videa became Sente, then became Bally/Sente, we produced
around I'm going to guess 20 coin-operated games in that same place.
But there was a point in time when Bally
wanted to move our operations from California
back to Chicago
with their corporate headquarters, and none of us wanted to go, so we left. I
moved on. I joined Electronic Arts at that point. It was a much smaller little
company at that time. I came on board as senior producer in charge of all
sports, action, and arcade game production for EA, and this is a pre-public
version of EA. I had a great time, and produced a bunch of games.
Just to list this stuff, because it goes on
and on, I left EA, and joined Disney. This was really to build up a development
software business internally for Disney. I was there several years.
Were
you there before they ramped down?
RH: Well, what happened was that we started
making money. We were completely below the corporate radar when we got started,
but then we started to ramp up the business. We were making sales, and software
was becoming more of a visible entity within the company. And then there
started to be a turf war that generated internally at Disney for which division
should manage and control software.
Different divisional presidents all saw
that they should have responsibility for that, so Michael Eisner's answer to
that dilemma was to do nothing, basically. We were instructed to do nothing,
meaning that we could finish all of the games that were in our pipeline, but we
couldn't start anything new.
That was because we were in such hot demand, that
they didn't want us to keep doing it. It was a confusing, difficult time. We
finished all the games we had, but then we had to sit around and we had nothing
to do. We couldn't do that. You can only do that for so long.
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