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SUMMARY:Jerry Lawson's birthday
DTSTAMP:20251018T235303Z
SEQUENCE:0
UID:546-7-c3fe8195a3dde498d013e477e2142422@aalbc.com
ORGANIZER;CN="richardmurray":troy@aalbc.com
DESCRIPTION:\n	He was born 1940 December 1st\n\n\n\n	To learn more click
	 the link to the Black Games Elite post or just read on\n\n\n\n	https://aa
	lbc.com/tc/blogs/entry/341-jerry-lawson-82nd-2022-december-1st/\n\n\n\n	 
	\n\n\n\n	CONTENT\n\n\n\n	Jerry Lawson\n\n\n\n	Play and Create a game\n\n\n
	\n	\n\n\n\n	https://g.co/doodle/pky25gd\n\n\n\n	 \n\n\n\n	\n\n\n\n	VIDEOS
	OFT a company he founded\n\n\n\n	https://www.ataricompendium.com/archives/
	articles/videosoft/videosoft.html\n\n\n\n	from the website above\n\n\n\n	
	 \n\n\n\n	ATARI VCS/2600 VideoSoft\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\
	n\n	Back on December 15th\, 2010\, Scott Stilphen announced that not only 
	had 6 \"long lost\" Atari VCS prototype games by VideoSoft been found\, bu
	t that 100 boxed copies of each were available to buy! In February of 2011
	\, I wrote up reviews of all 6 games (which can be found on this site - li
	nks are at the end).\n\n	\n\n	Of the three non-3D games\, they claim that 
	two of the three - Atom Smasher and S.A.C. Alert - are complete. I conside
	r all three of three non-3D games complete. The game\, Depth Charge was su
	pposed to also have a second level that was similar to Sega's Sub Scan 3D 
	(minus the 3D). This game can stand on it's own as a completed game. You c
	an make your own decision on this. All three non 3D games were fun. I enjo
	yed them and I will continue to play these games for quite some time.\n\n	
	\n\n	As far as the 3D games are concerned\, first and foremost Genesis 3D 
	is a great little game. The 3D was decent\, and it was in the same game pl
	ay vein as Tempest. This is the only 3D game that was also considered comp
	leted. It has a decent replay value because it was challenging and fast-pa
	ced. It was a lot of fun to play the Ghost Attack 3D game. I really wish t
	his title would have been completed back in the early 80s\, but I'm really
	 happy the fact that the people who put this together went ahead and made 
	a menu driven 16K multi-cart and put all three levels on it for the sake o
	f completeness. That made it worth the hefty price tag it carries. There i
	s a little replay value with this title. The third 3D title\, Havoc 3D\, w
	ould have been a great title had it been completed. Unfortunately\, due to
	 the fact that you can only play this game once and have to reset it\, it 
	doesn't give it a lot of replay value. The 3D games are a really cool set 
	of games/demos. They are more of a novelty set of games\, something differ
	ent and fresh.\n\n	\n\n	As for the 3D effect\, I find that if the room is 
	dark and I sit approx 7 feet away from my 36-inch regular CRT TV\, I can s
	ee the 3D effect. There are so many things that can play a factor in 'seei
	ng' the 3D effect\, (or messing it up)\, so it's not going to work for eve
	ryone. Many things play a factor in getting the 3D effect to work properly
	. People's vision (or lack of)\, the type of screen you are using (CRT\, L
	ED\, LCD\, Plasma\, Monitor)\, brightness and contrast of the screen you a
	re using\, and the brightness in the room. It took me a while testing diff
	erent things to get this right with the different games\, so I don't think
	 of this as something that will work for everyone. Some people are going t
	o try one title\, it may not work for them and they are going to throw the
	 game in their collection and say\, \"The 3D sucked\; it didn't work\". Th
	at's to be expected. If you aren't willing to try some different combinati
	ons\, you may have issues. In all fairness\, this isn't exactly Disney/Pix
	ar's REAL3D that you see in the theatres these days. It was tricky to see 
	the red/blue 3D in the theaters back in the 70s and 80s (I remember Creatu
	re from the Black Lagoon this way) but it did work.\n\n	\n\n	Still\, I bel
	ieve these titles are absolutely worthy of any collector's shelf. I know t
	hat they are steeper in price individually as opposed to other titles\,
	 but purchased as a set\, not so much. If you buy as a set it's the equiva
	lence to buying a $35.00 game and paying $5.00 priority shipping\, per tit
	le\, (or $40.00 a title shipped)\, which isn't that bad. If your budget do
	esn't allow for it\, grab one or two or wait for the ROM images to be rele
	ased.\n\n	\n\n	I would like to thank all of the people who made these titl
	es available to the public possible after being buried for all these years
	. A find of this magnitude (c’mon SIX titles!!!) is a once in a lifetime
	 thing. Especially considering that the people who programmed these titles
	\, Jerry Lawson to name one\, is a classic gaming icon and did a lot of go
	od things for the CG community. These were the first 2600 titles to attemp
	t a blue/red 3D effect and for the technology they were working with at th
	e time\, this isn't all that bad. As for the question of\, \"Why didn't th
	ey finish the other titles before they released them?\" Who wouldn't have 
	wanted that to happen? But that isn't as practical as it sounds\, that alo
	ne could have driven the cost up even more and taken years more to release
	. I can appreciate it being released as the original author left it at the
	 time. As far as I’m concerned\, we got four completed games and two pla
	yable demos. I\, for one\, am a very happy camper. I purchased two complet
	e sets (#5 and #99) - one for the collection and one to play.\n\n	\n\n	Che
	ck out my reviews of each game\, and 2600 Connection's video footage of ea
	ch:\n\n\n\n	3-D Genesis\n\n	3-D Ghost Attack\n\n	3-D Havoc\n\n	Atom Smashe
	r\n\n	Depth Charge\n\n	S.A.C. Alert\n\n\n\n	 \n\n\n\n	 \n\n\n\n	https://
	www.ataricompendium.com/archives/reviews/3d_genesis.html\n\n\n\n	 \n\n\n\
	n	3-D Genesis\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\n\n	I really like this
	 game. It is a bit of a Tempest clone. Set in the future\, the planet is o
	verrun with huge insects that fight for survival. The enemy has been pushe
	d into a deep crevice. You are the scorpion like warrior that must battle 
	the oncoming waves of insects and destroy anything that crawls out of the 
	deep void to threaten the planet. The select button will chose a one or tw
	o player game and fire to start. You control the scorpion like creature mu
	ch like the 'crawler' in Tempest. You must fire upon any insects trying to
	 crawl out of the void. Moving left or right will maneuver your player aro
	und the outer edge of the playfield. Enemies will climb up the walls towar
	ds you. If one reaches the outer rim\, it can knock a section of the outsi
	de wall away. If you move over that area\, you will fall into the pit! The
	re is also a creature that's called a 'rail snail' that shows as a yellow 
	section of grid of the outer rim of the void and is constantly moving arou
	nd the edges that you must contend with. It will kill you if you touch it\
	, but for a brief second prior to it changing direction\, it will emit a c
	ouple tones and you can touch it\, which gives you the ability to either: 
	fill in one of the sections of the grid that the other insects tore away a
	nd bridge the gap so you can continue along the rail\, or it will give you
	 a one-time immunity from being touched by another one of the insects. Use
	 it however you feel is best. You get three lives per game\, and when you 
	touch another creature\, you fall into the void and lose one life. You wil
	l also lose a life if you accidentally fall into the void due to the 'rail
	 snail' removing a section of the grid. There are 8 waves to defeat\, and 
	after each wave\, your wave counter will flash letting you know that you c
	leared that wave. After the 8 waves\, the game continues on\, though your 
	counter never goes higher than 8 waves. The game is a lot of fun\, it's pr
	etty frantic. The 3D effect is pretty good\, the enemies scale from small 
	to big the closer they get to help give it the needed effect. Good sounds 
	accompany the action. It has decent graphics and great game play. This def
	initely has a good replay value.\n\n\n\n	\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n
	\n\n\n	https://www.ataricompendium.com/archives/reviews/3d_ghost_attack.ht
	ml\n\n\n\n	3-D Ghost Attack\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\n\n	This
	 is one of the games that I would have absolutely loved to have been compl
	eted and released back in the day. This game was going to be a three level
	 game. Thankfully\, all three levels of this game were included in one car
	t making it a 16k cart for completeness. A nice menu allows you to cycle b
	etween each level you want to play. You can start on level one and work yo
	ur way to the third level or play each level individually. The first level
	 you start outside the haunted mansion. There are ghosts moving back and f
	orth throughout the mansion and you have to shoot them all to move on to l
	evel two. As you press the fire button\, it will flash where you are shoot
	ing on the screen so you know where you are aiming. Moving the joystick ei
	ght ways will move your gun sites around the screen. The second level take
	s place in the graveyard where once again\, you must shoot all the ‘nast
	ies’ and then proceed to level three. Level three you are staring into t
	he portal to the ghost world. You must shoot as many specters as possible 
	before they escape into our world. This pretty much ends your tour of the 
	haunted mansion. Ok 3D effects\, the third level ghosts scale towards you 
	to help the effect. Cool sound effects\, cool graphics\, ok replay value a
	nd ok game play.\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n\n\n\
	n	https://www.ataricompendium.com/archives/reviews/3d_havoc.html\n\n\n\n	
	 \n\n\n\n	3-D Havoc\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\n\n	This would 
	have a very promising 3D asteroids type game. Looking out of the ship's fr
	ont view\, you are to blast as many asteroids as possible. Once you've bla
	sted approximately a dozen asteroids\, you will start the next level of th
	e game. This is a first-person perspective scenario that looks like you ar
	e flying through a tunnel. Once you blast a few more asteroids\, you get a
	 \"HERO\" screen with a bunch of shipmates jumping up and down congratulat
	ing you on your successful mission. Unfortunately this is where the game p
	retty much ends. You start the tunnel level. You can shoot\, but you can n
	ot hit anything. The difficulty switch will cycle your shields either on o
	r off. The manual states that the gauges at the bottom of the screen unfor
	tunately do not work. There is a Fuel\, GRed\, and Shield gauge. There als
	o looks like at the top of the screen some type of scanner that doesn't ap
	pear to work. It cycles colors as the game continues\, but this may have b
	een something that just wasn't completed in the game. This could have just
	 been there for special effects. Not sure. The 3D in this game is alright\
	, some scaling. Decent sounds and graphics\, game play is ok and has a lit
	tle replay value.\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n\n\n
	\n	https://www.ataricompendium.com/archives/reviews/atom_smasher.html\n\n\
	n\n	 \n\n\n\n	Atom Smasher\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\n\n	Now 
	this is a unique game.  This is a one or two player game.  You can opt f
	or: player vs. player\, player vs. computer\, and even computer vs. comput
	er!  In the Atomic Arena\, you and a partner take on unstable atomic part
	icles.  The object of the game is to blast these atomic particles out of 
	the arena's moving doors and score points.  If you get touched by one of 
	these\, you start to 'melt'.  You can melt several times before it's ‘A
	dios Muchachos’.  If you succeed moving the particles out of the arena\
	, you move to the next level of the game.  In this arena you will simply 
	struggle to survive.  You can only move vertically along the walls of the
	 arena to avoid contact with the atoms.  Whatever your condition is from 
	the first level will carry on to this level.  This adds a little more cha
	llenge to this level.  Hang in as long as you can to make it past this le
	vel.  Left hand players rejoice! At the main screen you have the option o
	f picking 'right-handed or left-handed player' via the Difficulty switches
	 which is very unique\, I believe a 2600 first.  Said and done\, this is 
	a fun and challenging game.  It has good game play\, good sound and graph
	ics and a good replay value.\n\n\n\n	\n\n\n\n	 \n\n\n\n	\n\n\n\n	 \n\n\n
	\n	https://www.ataricompendium.com/archives/reviews/depth_charge.html\n\n\
	n\n	 \n\n\n\n	Depth Charge\n\n\n\n	By Daryl Lytle\n\n\n\n	 \n\n\n\n	This
	 is a solid sea battle style game. The point of view is through the glass 
	of a periscope. Once again\, the controls are tight\, and handle pretty go
	od. The Select button will cycle through game variations. You can choose b
	etween guided or fixed torpedoes and the number of torpedoes you start wit
	h can be 30\, 60\, or 90. You control the crosshairs of the targeting sigh
	t. When you press fire\, the crosshairs appear\, when you release the fire
	 button your torpedoes tear through the water towards the enemy. Blow up t
	he ships and you score points. Some ships are fast\, others are slow. Some
	 will sink with one correctly placed shot and some take multiple shots to 
	destroy. You have a status section at the bottom of the screen that displa
	ys information showing when you are Ready\, Armed\, Fired and Loading. Hol
	ding the fire button down will cycle between your score and how many torpe
	does you have left. Once you are depleted of your torpedoes\, \"00\" will 
	be displayed and you will hear a loud tone. That is when the game comes to
	 an end. At this point even though you can control your crosshairs\, you a
	re simply waiting for the next cruiser to finish you off. The game will al
	so end if you are blown out of the water\, displayed by a beautiful explos
	ion\, and then it's\, \"You sank my battleship!\" Good game play\, sound i
	s good\, graphics are good and has a decent replay value.\n\n\n\n	\n\n\n\n
		 \n\n\n\n	\n\n\n\n	 \n\n\n\n	https://www.ataricompendium.com/archives/r
	eviews/sac_alert.html\n\n\n\n	 \n\n\n\n	S.A.C. Alert\n\n\n\n	By Daryl Lyt
	le\n\n\n\n	 \n\n\n\n	This is a cool arcade flight combat game. Handles re
	ally good\, controls are tight. It’s a one player game. Hit select switc
	h to cycle between land and sea missions. Once you take off\, you take on 
	both ground and air targets. You can see your bullets rip into enemies. Pl
	anes not only come straight at you\, but also zoom across the screen. Ther
	e are ground targets you can engage\, tanks\, factories\, ground to air mi
	ssiles\, ships\, etc. When you see the landing strip on the ground (or in 
	the sea missions\, a carrier) head right for it and you can land to refuel
	 and repair your jet. The next level begins over new territory\, terrain c
	hanges and ground enemies can fire at you. You have a small HUD that shows
	 Altitude\, Score and Fuel. Warning lights on the left and right side of t
	he HUD flash and sound off when necessary\, i.e. if you get too low in alt
	itude and might crash\, or if your fuel gets below 20 units or when your j
	et takes on too much damage. Enemy hits show on your cockpit glass. If you
	 crash\, the screen turns black and you can replay that mission\, if you h
	ave remaining jets. When the game ends\, you get ranked\, \"Crew\, Pilot\,
	 Ace\" and rated \"0-9\". Good game play\, sound is above par\, graphics a
	re solid. Has a good replay value.\n\n\n\n	\n\n\n\n	 \n\n\n\n	\n\n\n\n	 
	\n\n\n\n	INTERVIEW WITH LAWSON\n\n\n\n	 https://www.vintagecomputing.com/
	index.php/archives/545/vcg-interview-jerry-lawson-black-video-game-pioneer
	\n\n\n\n	 \n\n\n\n	VC&amp\;G Interview: Jerry Lawson\, Black Video Game 
	Pioneer\n\nFebruary 24th\, 2009 by Benj Edwards\n\nIn late 2006\, I recei
	ved a large collection of vintage computer magazines from a friend. For da
	ys I sat on my office floor and thumbed through nearly every issue\, findi
	ng page after page of priceless historical information. One day\, while ra
	pidly flipping through a 1983 issue of Popular Computing\, I encountered a
	 photo that stopped me dead in my tracks.\n\nThere I discovered\, among a 
	story on a new computer business\, a picture of a black man. It might seem
	 crazy\, but after reading through hundreds of issues of dozens of publica
	tions spanning four decades\, it was the first time I had ever seen a phot
	ograph of a black professional in a computer magazine. Frankly\, it shocke
	d me — not because a black man was there\, but because I had never noti
	ced his absence.\n\nThat discovery sent my mind spinning with questions\, 
	chiefly among them: Why are there so few African-Americans in the electron
	ics industry? Honestly\, I didn’t know any black engineers or scientists
	 to ask. I tried to track down the man in the magazine\, but all my leads 
	ended up nowhere. I’d have to put the matter aside and wait for another 
	opportunity to address the issue.\n\nFast forward a few months later\, and
	 I’m standing on the showroom floor of Vintage Computer Festival 9.0. A
	s I spend a few minutes thumbing through a vendor’s large array of cartr
	idges for sale\, I hear a voice from behind.\n\n“Do you have any Videoso
	ft cartridges? Color Bar Generator?”\n\nI turn around and notice a larg
	e black man in a wheelchair\, hair graying at the edges. He seems out of p
	lace. I scan the crowd — yep\, he’s the only black guy here. Fascina
	ting — what’s his story? Instead of bumbling through a few impromptu q
	uestions and making a fool out of myself\, I decide to research his identi
	ty first.\n\nAs it turns out\, the man I encountered that day was Gerald 
	A. Lawson (aka Jerry)\, co-creator of the world’s first cartridge-based
	 video game system\, the Fairchild Channel F. Naturally\, he was attendin
	g VCF 9 to give a presentation called\, “The Story of the Fairchild Chan
	nel F Video Game System.”\n\nJerry Lawson (L) discusses Fairchild Channe
	l F schematics at VCF 9.0.\n\nBeing one of only two black men (I know of) 
	deeply involved in the industry’s earliest days\, Jerry Lawson is a stan
	dout figure in video game and computer history. He’s a self-taught elect
	ronics genius who\, with incredible talents\, audacity\, and strong guidan
	ce from his parents\, managed to end up at the top of his profession despi
	te the cultural tides flowing against him.\n\nGrowing up in America\, a la
	nd of endless diversity\, we tend to fall into certain cultural grooves 
	— well-defined paths of cultural history — that both unite and separat
	e us. We get comfortable with those grooves and use them as the basis of o
	ur assumptions about behavior within certain age groups\, socioeconomic cl
	asses\, and ethnicities. Despite this ingrained cultural momentum\, there 
	are still people who manage to skip those grooves and chart their own cour
	se\, ignoring any conventions that get in their way. Jerry Lawson is one o
	f them\, and he’s got an important story to tell.\n\nThis interview took
	 place on February 6th\, 2009 over the telephone.\n\n[Update (04/11/2011):
	 Jerry Lawson passed away on April 9\, 2011 at the age of 70.]\n\n[Upda
	te (2015): Read my in-depth account of the creation of the Fairchild Cha
	nnel F and the invention of the video game cartridge at FastCompany.]\n\n
	[Update (2017): If you enjoy this interview\, check out my interview wit
	h Ed Smith\, another early black video game pioneer.]\n\nEarly Life\n\nBen
	j Edwards: For history’s sake\, when and where were you born?\n\nJerry 
	Lawson: December 1940. I grew up in Queens\, New York City.\n\nBE: How d
	id you get into electronics?\n\nJL: I started very young. I went to schoo
	l\, but I was an amateur radio guy when I was thirteen. I was always a sci
	ence guy since I was a little kid.\n\nBE: Do you have a family history in
	 engineering?\n\nJL: I found out only later in life that my grandfather w
	as a physicist. Because he was black\, the only place he could work was th
	e post office. He was a postmaster. He went to some school in the south 
	— I don’t know which one it was.\n\nBE: Did your father do anything l
	ike that too?\n\nJL: My father was a brilliant man\, but he was a longsho
	reman. He could work three days a week on the docks and make as much money
	 as most people did in six days. He was a science bug — he used to read 
	everything about science.\n\nBE: He probably encouraged you to do experim
	enting when you were a kid.\n\nJL: Yeah\, he did. In fact\, some of the t
	oys I had as a child were quite unusual. Kids in the neighborhood would co
	me see my toys\, because my dad would spend a lot of time giving me someth
	ing\, like the Irish Mail. The Irish Mail was a hand car that operated on
	 the ground. It was all metal\, and you could sit on it. You steered it wi
	th your feet\, and it had a bar in the front\, and the bar with a handle. 
	You’d crank it\, and it would give you forward or backward motivation\, 
	depending on which way you start with it.\n\nI was probably the only kid i
	n the neighborhood who knew how to operate it\, so I used to leave it out 
	all night sometimes. I’d find it down the block\, but no one would take 
	it\, because they didn’t know how to operate it.\n\nBE: So that must ha
	ve been in the 1940s then.\n\nJL: It was in the ’40s\, yep. I also had 
	an amateur radio station in the housing project in Jamaica\, New York. Wha
	t happened was\, I tried to get my license\, and the management wouldn’t
	 sign for it. And it was really hard for me as a kid to research literatur
	e and the public things I could find\, but I found that it said if you liv
	ed in a federal housing project\, you didn’t need their permission. Hot 
	diggity! So I got my license\, passed the test\, and I built a station in 
	my room. I had an antenna hanging out the window.\n\nI also made walkie-ta
	lkies\; I used to sell those. I did a bunch of things as a kid. My first l
	ove started out as chemistry\, and then I ended up switching over to elect
	ronics\, and I continued on and even got a first class commercial license 
	— in fact\, I worked a little while in a radio station as chief engineer
	.\n\nBE: Did you attend college?\n\nJL: Yes\, I did. I went to Queens Co
	llege\, and I also went to CCNY.\n\nBE: Did you study electronics there?\
	n\nJL: Before I had studied electronics\, I had pretty much been into ele
	ctronics all the way around. When I was 16 or 17 years old\, I used to rep
	air TVs at different shops I would go to. I did what they called “dealer
	ship work.” And I used to also fix TVs by making house calls. It was a p
	lace that had opened up in Jamaica\, New York that was called Lafayette Ra
	dio. And I used to spend almost every Saturday at Lafayette Radio. Lafayet
	te Radio was a huge electronics store. They had tube testers\, capacitors\
	, resistors — you name it\, they had it. And my mother used to give me a
	 small allowance\, and I’d go down and buy parts.\n\nThere were two othe
	r electronics stores — one was called Peerless\, and the other was calle
	d Norman Radio. My budget would say\, well\, I could only afford a capacit
	or this week\, so I’d buy a capacitor. I could only afford a socket\, an
	d I’d save my money up for a socket. How ’bout a tube? And I ended up 
	building my transmitter from scratch.\n\nFirst Computer Encounters\n\nBE:
	 What was the first computer you ever used?\n\nJL: The first computer I 
	ever used was known as the [Forest?] 65L. It was the world’s first milit
	arized\, solid-state computer. It was designed by ITT\, and I went to a tr
	aining school for it. Built inside a mountain. They were like the push-but
	ton war machines you see in the movies. Remember the movie Fail-Safe? That
	 was that machine.\n\nBE: What brought you to see that computer?\n\nJL: 
	I was working for Federal Electric — ITT. Federal Electric was their div
	ision of field sales people that went around different parts of the world 
	and did developments and projects. I was hired by them originally to go to
	 Newfoundland to put a radar set back online — to finish the installatio
	n and adapt the modifications so it could be put online and used. My first
	 love was imagery and radar. Computers were simple stuff.\n\nBE: To fast 
	forward a little bit\, before I get off your history with computers\, do y
	ou remember the first personal computer you ever used in the 1970s?\n\nJL:
	 Two of them — that is funny\, because I had an Altair. And before that
	\, I also had — Fairchild gave me a DEC PDP-8. I put the PDP-8 back int
	o work. In fact\, the PDP-8 is a story in itself — that ended up running
	 a school in my garage. With the PDP-8\, I had two tape units\, the tape c
	ontroller\, a high speed tape reader\, and all the maintenance boards and 
	backup spares for it. My garage became a service depot.\n\nDEC said I had 
	the only operating PDP-8 — straight 8 — west of the Mississippi. And t
	hey asked me if they could run classes in my garage on it. As a result —
	 my PDP-8 had a control unit on it called the TC01. And the TC01 didn’t 
	have all the maintenance updates on it. They said it would cost about ten 
	grand to update it\, and I said\, “Well heck\, I’m not paying ten gr
	and.” So they said — for them having the class in my garage with the g
	uys there — they would do the updates for free. They did. The whole upda
	tes for free.\n\nMy neighbor came over one day\, and the funniest part of 
	it was he walked in\, and — it was not just the computer\, it was the co
	mputer and all the stuff that went with it. The unit itself was about\, oh
	\, eight feet by six feet\, and about three feet deep. And it sat in my ga
	rage\, and I even ran a special power line to it. And he walked in one day
	 and he saw it running\, and it was running what we called the exercise ro
	utine\, which was a maintenance routine I used to run on it. And he saw th
	ese tape reels running back and forth\, and lights going on and off\, and 
	he looked at me and he said\, “Is that what I think it is?” I said\,
	 “What do you think it is?” He said\, “Is that a computer?”\n\
	n“Yeah.”\n\nAnd he said\, “You got a computer in your garage?”
	\n\n“Yeah.”\n\n“Did you get one when you bought the house?” [laugh
	s]\n\nBE: What year was that?\n\nJL: That was ’72\, I think — ’7
	0 or ’72\, around in there.\n\nBE: That’s really early for having a c
	omputer in your garage.\n\nJL: I had an ASR-33 teletype machine too. Th
	at was the output for it — printer input and output. And my daughter use
	d to love to come in run this one little thing — she knew how to hook th
	e speaker next to the data line\, and it played a song. She would go load 
	that in — and she new how to load it — so it would play that song.\n\
	nBE: Did you play any games on it?\n\nJL: Lunar Lander. It was all text\
	, no graphics.\n\nEarly Electronics Career\n\nBE: Take me through your ea
	rly electronics career. Besides ITT\, where else did you work before Fairc
	hild?\n\nJL: I worked for Grumman Aircraft\, Federal Electric\, and PRD E
	lectronics.\n\nPRD Electronics was the job I went to when I left New York.
	 That was a computerized test facility called [VAS]\, and we used the 1218
	 UNIVAC Computer. I went to programming school for the 1218\, and we wrote
	 software for it\, and we all wrote a part of it which was a compiler that
	 we called VTRAN.\n\nI used to hate programming. It was a drudgery I reall
	y hated to do. We had two methods of writing programs: one was what we cal
	led “ELP\,” an English language program\, then we had to convert it to
	 a thing called VTRAN\, which was our own language we developed.\n\nI work
	ed for PRD about 4-5 years\, I guess\, and I transferred to a company call
	ed Kaiser Electronics\, which was out in Palo Alto.\n\nBE: When you were 
	working for Grumman and those places\, was that on the East Coast\, or had
	 you already gone to California?\n\nJL: On the East Coast. When I went to
	 Kaiser\, that was the first time I went west.\n\nBE: What what was Kaise
	r’s main business?\n\nJL: Kaiser was doing military electronics — par
	ticularly the displays. They did the head’s up display (HUD) for the A-6
	A Grumman aircraft. They also did the VDI\, which was the vertical display
	 indicator. The HUD was a system that shined on the pilot’s canopy so yo
	u wouldn’t have to watch the turn-bank indicator\, speed\, what have you
	. The vertical display indicator was something that was on the dash\, whic
	h was a scope tube\, like a TV image\, that let you see — for instance\,
	 if you had plotted a course\, whether you were turning away from that cou
	rse\, whether you were on course\, whether you were flying upside down. Li
	ttle goodies. What the ground texture was. The HUD would just show you ins
	truments. The VDI would show you the ground return — in other words\, if
	 it was jungle you were flying over\, or mountains.\n\nAfter Kaiser\, I ki
	cked around the semiconductor industry for a while. I was in between marke
	ting\, and I was also in engineering applications.\n\nBE: How were the jo
	b prospects for a black engineer in those days? Did your race affect that 
	in any way?\n\nJL: Oh yeah\, it always did. It could be both a plus and a
	 minus. Where it could be a plus is that\, in some regard\, you got a lot 
	of\, shall we say\, eyes watching you. And as a result\, if you did good\,
	 you did twice as good\, ’cause you got instant notoriety about it.\n\nC
	onsumer Electronics and Fairchild\n\nBE: Do you think that people in the 
	aerospace industry and military defense had a lot of influence in computer
	 development? Was there any cross-pollination between folks like you who w
	ent from working on military electronics to consumer products?\n\nJL: Yea
	h\, because what happened was we got to use technologies that were not\, s
	hall we say\, consumer-type stuff. But yet\, we were on the leading edge o
	f pushing the state of the art so that things would become more practical.
	 For example: there was no [DB-9] connector for high volume use in compute
	rs. The DB-9 connector originally cost an arm and a leg. But when the comp
	uter and consumer industries came along\, it became plastic\, it became hi
	gher volume\, and it became a reality to use. Before then\, it was used in
	 military all the time. That was a cross-over kind of a thing.\n\nThe semi
	conductor content got cheaper and cheaper because of volume. The military 
	components were not that high volume\, but they were very stressful\, they
	 were high-reliability parts. But however\, you take that same part and us
	e it over and over again in a consumer product — you know\, one of the t
	hings I used to always say\, I said\, “Military was good training for co
	nsumer\, because consumer products actually have to be stronger than milit
	ary.” Everybody said\, “Get out of here!” I said\, “Nah. Just thin
	k about it for a second.” I said\, “If I did a military product\, I ca
	n train the individual how to use it. If he decides to tamper\, destroy\, 
	or mal-use it\, I can bring him up to charges\, can’t I? I can insist th
	at he reads\, that he’s trained in how to turn and turn it off\, right
	?” They said\, “Yeah.” “Try that with a consumer.”\n\nBE: Inste
	ad they hit it with a hammer and dunk it in the toilet\, right?\n\nJL: Ye
	ah\, I’ll tell you what happened. The first year we put out the Fairchil
	d video game\, I made the mistake of going to work the day after Christmas
	. The day after Christmas in the consumer business is called “Hell day
	.” Why it’s called “Hell day” is because that is when everything c
	omes back to the store\, and the person couldn’t use it.\n\nSo I start g
	etting calls — there’s nobody in the factory except the guard and me
	. I’m there in the plant to take care of some paperwork. He starts trans
	ferring calls to me. They had one guy call me\, and he wanted to know wher
	e the batteries go. I said\, “There is no batteries.” He took the thin
	g apart looking for a battery in there!\n\nOne guy called up and said\, 
	“Dog urine hurt the game.” The dog lifted his leg and peed on it!\n\nA
	nd one of the things that really cracked me up is that I was starting to g
	et really jaded by answering the phone\, right? One woman called up\, real
	ly irate\, and she said\, “My game hums! Do you know why?” And I s
	aid\, “‘Cause it doesn’t know the words\, lady.”\n\nBE: Good answ
	er.\n\nJL: And even the guard said\, “All right\, Jerry\, I won’t giv
	e you any more calls.” I said\, “That’s a good idea.” [laughs]\n\
	nBE: That’s a great story. So how did you end up at Fairchild?\n\nJL: 
	Fairchild was gonna start this brand new thing called freelance engineerin
	g. They wanted somebody to be able to go around and help customers with de
	signs. I was available\, and they knew I was an apps guy. They gave me two
	 opportunities. They said\, “You could either go inside in our linear de
	partment and work there in marketing\, or you can go in the field. If you 
	go in the field\, it’s a brand new deal\; you’re the first guy.” And
	 I said\, “Yeah\, I’ll take that.”\n\nWhen I was there for the first
	 six months\, I said\, “You know\, there’s a problem here. The problem
	 is that Fairchild is not known for being helpful for customers. And I’v
	e got an image to overcome: how the heck to break down that image they hav
	e.”\n\nMe and a sales guy got together\, and I wrote a proposal called
	 “Take Fairchild to the Customer.” And the heart of that proposal was 
	a 28-foot van — mobile home. And I wanted to tear it down and put in pro
	duct demos\, literature — a laboratory on wheels. They went for it. I we
	nt to a company called Formetrix\, and they built the inside of it\, and i
	t looked like something from James Bond. It even had a rear-projection scr
	een that came out of the ceiling. It turned out to be an overwhelming succ
	ess\, so they came back to me and said\, “We want you to do it again.”
	\n\nSo I went to FMC\, and they had a brand new coach they built. The rear
	-end was the Bradley differential for a tank. It had a 485 cubic inch engi
	ne\, a 50-gallon gas tank\, four air condition units\, and it drove like a
	 car. The wheels were in tandem\, next to each other. That thing was somet
	hin’ else.\n\nOne time\, my daughter wanted to ride in it. I said\, “O
	h\, ok.” So I got her in it. The guys at FMC said they had just tried ou
	t a brand new cruise control for it. I said\, “Oh that’s nice.” They
	 said\, “Let us know how you like it.”\n\nI got out on the highway and
	 pushed the cruise control\; it took over. I went to disengage\, and it wo
	uldn’t disengage. And I went\, “Oh my god.” I slammed on the brakes\
	, and it was riding the brakes. I came around\, and there was a truck and 
	some cars parked at a light\, and I was trying to figure out which one of 
	these vehicles I’m going to rear end\, right? Just then\, I reached down
	 and pulled all the wiring out. It cut the engine off.\n\nI brought it bac
	k in a slow walk and said\, “You clowns.” And I told them what happene
	d and they said\, “Oh my God\, it didn’t disengage?” I said\, “N
	o.”\n\nThere at the Beginning — Atari and Apple\n\nBE: What year did 
	you start working at Fairchild?\n\nJL: 1970\, I think.\n\nBE: What were 
	Fairchild’s main products at the time?\n\nJL: Oh\, they had everything:
	 memories\, linear devices. They had LED devices. They were a full-line se
	miconductor place. They even had a microprocessor they brought out called 
	the F8\, which is the one I incorporated into the game. Two kinds of games
	: I made a game in my garage called Demolition Derby in oh\, ’73? ’7
	2?\n\nBE: When you did that\, had you seen Pong or any other games?\n\n
	JL: When they started to work on Pong\, there was a gentleman — I went
	 in to see him one time\, and he worked at a company called “Syzygy.” 
	The guy’s name was Alan Alcorn. The name of the two other guys were Nol
	an Bushnell and Ted Dabney. It was the beginning of Atari.\n\nBE: Did yo
	u know those guys?\n\nJL: Yep\, very well.\n\nBE: Did you help them with
	 any projects?\n\nJL: Not really — I tried to sell Alan a character gen
	erator. He showed me the way he was doing it\, which was much simpler\, an
	d I said\, “Heck\, there’s no sense using a character generator.” 
	‘Cause what he did was he decoded segments to make block lettering\, num
	bering for score keeping [in Pong]. He really didn’t have need for anyt
	hing else that was character oriented.\n\nThe first Pong machine was put
	 into a beer joint. And Alan told me the first week that thing was in\, co
	ins were flopping out on the floor. The game I did using the F8 microproce
	ssor was put into a pizza parlor down in a place called Campbell\, Califor
	nia. And one of the features that it had was a coin jiggle function.\n\nOn
	e of the things the [Atari] guys were telling me was that kids were coming
	 in with piezoelectric shockers and shocking the machine to give them free
	 games. Or they would take in a wire and jiggle it down in the coin slot. 
	So he said he would love to have a way where that wouldn’t happen anymor
	e.\n\nWhat we did was take coins — it goes through the coin device and i
	t hits a microswitch. It stays on the microswitch for a certain period of 
	time before it drops down\, right? We’d time that point of time that it 
	would go through the microswitch\, so the microprocessor on board would kn
	ow whether it was a coin or somebody jiggling the switch. That was the way
	 we had a coin defeat for it.\n\nBE: Was that for your Demolition Derby?
	\n\nJL: Yeah\, that was for mine.\n\nBE: When was the first time you saw
	 a video game? Was it Pong\, or…\n\nJL: No\, it was Nolan’s game ca
	lled Computer Space. It looked like a big phone. And there was some talk 
	about a game that was kept at the student union at Stanford — I never di
	d see that one\, though. It used a computer and some graphics functions 
	— way too expensive to be in a consumer product.\n\nBE: It’s really i
	nteresting that you were there at the birth of arcade games.\n\nJL: I was
	 also there when two gentlemen showed up — we used to have a computer cl
	ub [The Homebrew Computer Club –ed.] that was in the Stanford Linear
	 Accelerator auditorium once a month. And the two guys that used to come t
	here all the time with their little toys — one guy was named Steve Jobs\
	, and the other guy was named Steve Wozniak. There during the beginning.\
	n\nBE: Did you attend any of those computer club meetings?\n\nJL: Yes\, 
	I went to most of them.\n\nBE: Did you talk to Steve Jobs and Wozniak bac
	k then?\n\nJL: I was not impressed with them — either one\, in fact. Wh
	at happened was that when I had the video game division [at Fairchild]\, a
	nd I was the chief engineer\, I interviewed Steve Wozniak for a job to wor
	k for us. Well\, my guys were kind of impressed with him at first\, and I 
	said I wasn’t. Never had been.\n\n[Update (2021): In a 2017 interview o
	n my Culture of Tech podcast\, Steve Wozniak denied that he ever applied
	 to work at Fairchild and has no memory of ever meeting Lawson or seeing h
	im at the Homebrew Computer Club. This doesn’t mean it didn’t happen\,
	 but Wozniak doesn’t remember it.]\n\nBE: Were you the only black guy a
	t those computer club meetings?\n\nJL: Yes.\n\nBE: Did you know any othe
	r black people in that field at the time?\n\nJL: There was a guy who was 
	around that time\, and he’s dead now. His name was Ron Jones. He ended u
	p pushing all kinds of side things. He was around. He was not in the indus
	try\, per se.\n\nBE: So you said you weren’t impressed with Wozniak at 
	the time. What was your impression of Jobs and Wozniak back then?\n\nJL: 
	Jobs was kind of a sparkplug. He was more business — he was more “push
	-this\, push-that” kind of a thing. I think that his motivation is still
	 there\, the same way. He’s the sparkplug of Apple\, right? Wozniak neve
	r was. But the guy who was the real hero that never gets mentioned is a gu
	y named Mike Markkula. Mike Markkula was a multi-millionaire. In fact\, he
	 was one of the original founders of Intel. He also built Incline Villag
	e in Tahoe\, and he ran Apple for a while.\n\nBE: Mike gave them their f
	irst investment — their first seed money\, right?\n\nJL: Yes\, he did. 
	He is filthy rich\, but a good guy. Really good guy.\n\nBE: What position
	 were you interviewing Steve Wozniak for at Fairchild?\n\nJL: Just as an 
	engineer. We had a bunch of engineers that were already there.\n\nBE: Wha
	t year was that?\n\nJL: It was about the same time\, ’73 or ’74.\n\n
	BE: So he just didn’t get the job or you picked somebody else? Is that 
	what happened?\n\nJL: He was going to go away to — [his HP division] wa
	s moving to Corvallis [Oregon]. He was working for HP\, and he was looking
	 for a job to get away from HP. That was before they even started Apple up
	. Before they were on their own.\n\nVideo Games at Fairchild\n\nBE: Lets 
	get back to your career at Fairchild. How did the whole video game thing a
	t Fairchild get started?\n\nJL: I did my home coin-op game first in my ga
	rage. Fairchild found out about it — in fact\, it was a big controversy 
	that I had done that. And then\, very quietly\, they asked me if I wanted 
	to do it for them. Then they told me that they had this contracted with th
	is company called Alpex\, and they wanted me to work with the Alpex people
	\, because they had done a game which used the Intel 8080. They wanted to 
	switch it over to the F8\, so I had to go work with these two other engine
	ering guys and switch the software to how the F8 worked. So\, I had a secr
	et assignment\; even the boss that I worked for wasn’t to know what I wa
	s doing.\n\nI was directly reporting to a vice president at Fairchild\, wi
	th a budget. I just got on an airplane when I wanted to go to Connecticut 
	and talk to these people\, and I wouldn’t have to report to my boss. And
	 this went on\, and finally\, we decided\, “Hey\, the prototype looks li
	ke it’s going to be worth something. Let’s go do something.” I had t
	o bring it from this proof of performance to reality — something that yo
	u could manufacture. Also\, a division had to be made\, so I was working w
	ith a marketing guy named Gene Landrum\, and sat down and wrote a business
	 plan for building video games.\n\nI was the number one employee. My set t
	ask was to work on the prototype and hire a bunch of people to work with m
	e\, most of which came from Fairchild. In fact\, the big man asked me\, 
	“Where did these people come from?” And I said\, “They were working 
	here all the time.” He said\, “They were?” I said\, “Mmm hmm. All 
	they needed was a reason to do something.” I just went out and talked to
	 them.\n\nSo\, it was an interesting thing\, because the memory we used 
	— 4K RAMS\, dynamic RAMs — I would use four of them per system. Now\, 
	in making the pricing up\, I used to go to MOS (even though Fairchild also
	 made these things)\, and they were throwing out the ones that weren’t p
	assing their tests. And I would go up there — literally with a little re
	d wagon and two cardboard boxes — and I would load them up with RAMs: th
	ey’re throw outs\, they’re garbage. And I’d take them to an outside 
	test lab\, and I got 90% yield out of their garbage can.\n\nSo I was sitti
	ng there going\, “Great\, it’s for free!” [MOS] heard I was doing it
	 for free\, so they got in there and decided\, “Uh uh\, you’re going t
	o pay for them!” I said\, “You dirty rats.”\n\nSo the vice president
	 I was working for\, Greg\, gets involved and said “I’ll take care of 
	the negotiations over this.” He got in there and did a great negotiator 
	job of two dollars per unit that we had to pay.\n\nWell\, one day I got ti
	red of taking my engineers off their work to prove that the parts MOS were
	 delivering were garbage\, or no good. I was getting really pissed at them
	. Finally\, one day they couldn’t deliver anything. So I asked for permi
	ssion to go to Intel\, who made the part too. One day\, I walked into the 
	vice presidents office and I said\, “Want to see something?” He said
	\, “What?” “Look at this. You are paying two dollars a piece for gar
	bage that we can’t get. I can get them from Intel for a dollar ten.”\n
	\nHe said\, “What?”\n\n“Uh huh\, you’re being taken.”\n\nBE: An
	d he was the one who did the negotiating\, right?\n\nJL: Yeah\, right. I 
	kept trying to tell him when I was in the ranks\, “You know\, our pricin
	g is way too high. That’s one of the reasons why we get our lunch taken 
	out. You don’t know how to make product cheap enough.”\n\nThe First Ca
	rtridge System\n\nBE: When you started that video game prototype at Fairc
	hild\, was it always intended to be a home product\, like a video game con
	sole for a TV set?\n\nJL: It was always intended to be a home game.\n\nBE
	: Had you seen the Magnavox Odyssey?\n\nJL: Yep.\n\nBE: And you perhaps
	 wanted to do a product like that?\n\nJL: Nope.\n\nThe Odyssey was a joke
	\, as far as I’m concerned. It was the plug board thing — it had no in
	telligence. And it had overlays\, remember? They put things the screen to 
	play different games. What was paramount to our system was to have cartrid
	ges. There was a mechanism that allowed you to put the cartridges in witho
	ut destroying the semiconductors. The mechanical guys that worked on that 
	did a very good job.\n\nBE: So that was a big issue at the time: plugging
	 and unplugging a cartridge might…\n\nJL: …cause an explosion on the 
	semiconductor device — break down static charge\, that kind of thing. We
	 were afraid — we didn’t have statistics on multiple insertion and wha
	t it would do\, and how we would do it\, because it wasn’t done. I mean\
	, think about it: nobody had the capability of plugging in memory devices 
	in mass quantity like in a consumer product. Nobody.\n\nBE: It was comple
	tely new then\, wasn’t it?\n\nJL: Yeah. We had no idea what was going t
	o happen. And then we also had to stop putting [the chips] in packages. We
	 had to put them on little boards where we’d put the chip down and we’
	d bond the chip to the board\, then put a glob top on it. The package was 
	a waste.\n\nBE: Whose idea was it to do the cartridge in the first place?
	\n\nJL: I always had that idea. We had a lot of people that did.\n\n[Edit
	or’s Note – 2/21/2015 – We now know that the initial idea for a vid
	eo game cartridge actually came from two men\, Wallace Kirschner and Lawr
	ence Haskel\, who worked for Alpex Computer Corporation and licensed the t
	echnology to Fairchild.\n\nAfter Fairchild licensed Alpex’s technology\,
	 a team that included Ron Smith\, Nick Talesfore\, and Jerry Lawson refin
	ed the technology and turned it into a practical\, commercial product.\n\n
	So the credit for the first cartridge should technically be shared among t
	hese five men — and not by Lawson alone\, as many have misinterpreted si
	nce I published this interview in 2009.]\n\nBE: It seems that — from wh
	at I know\, RCA released a system that had cartridges around the same time
	 as the Channel F.\n\nJL: RCA was behind us. In fact\, it was a piece of 
	junk. I’ll tell you a funny story about RCA. We introduced our game\, an
	d RCA followed six months later in the Winter CES show. At that show in Ch
	icago\, RCA presented their Studio II. I had an invitation that said\, “
	Hey\, the RCA game is here.” Well\, I wanted to see that. It was being s
	hown in a suite. And I went up to the suite and walked in. They had their 
	game there\, and this guy looks up and sees me with a Fairchild badge on\,
	 right? And I’m 6’6″\, 280 pounds. This clown charged me and tried t
	o wrestle me to the ground. And I banged him on his head! I said\, “If y
	ou want me to leave\, I’ll leave!”\n\nAnd what I saw was a laugh. They
	 had this game — it was in black and white. It looked horrible. So\, the
	 next day\, he came down to our booth. And when he came down to our booth\
	, I jumped the counter\, heading for him. And he started running! [laughs]
	 I said\, “Ah\, there he goes.”\n\nBE: You said that Channel F had al
	ready been released\, right?\n\nJL: Oh yeah. Well\, the biggest part of g
	etting the Channel F released was getting through the FCC. That was a job 
	in itself. It was the first microprocessor device of any nature to go thro
	ugh FCC testing. And I — believe me\, I got some gray hairs over that. T
	he FCC was really hard on us. And Al Alcorn came down — it was funny whe
	n they first saw it — Al\, Nolan\, and the [Atari] president then — at
	 the Chicago show. They came down to me and said\, “Lawson! It’s cool\
	, except the only thing we dig is the hand controllers.” And Al told me\
	, he said\, “Oh\, boy\, that little noise you’ve got there on the scre
	en\, boy\, you’re really going to have to get rid of that — you’re g
	onna have trouble with the FCC.”\n\nAnd I had to leave the show early to
	 go to the FCC. Because the FCC — oh boy — it cost\, at that point\, a
	 thousand dollars\, and the spec they had was one microvolt per meter of s
	purious signals you couldn’t overcome. And if you had any more than that
	\, you were in trouble.\n\nThe problem was — Texas Instruments\, years l
	ater\, couldn’t make that spec. So guess what they did? They lobbied and
	 got them to change the law. I was so mad\, I couldn’t see straight. ‘
	Cause that was what keeping a lot of people from jumping in the market\, i
	ncluding RCA. They couldn’t pass the test.\n\nWe had to put the whole mo
	therboard in aluminum. We had to make an aluminum case for it\, we had to 
	have bypasses on every lead going in and out of the thing. It was unreal\,
	 some of the stuff we had to do. We had a metal chute that went over the c
	artridge adapter to keep radiation in. Each time we made a cartridge\, the
	 FCC wanted to see it\, and it had to be tested.\n\nBE: Wow. Every single
	 cartridge?\n\nJL: Every single cartridge.\n\nBE: By ’77\, when the At
	ari VCS was released\, do you think they had to get their cartridges teste
	d\, or was that out the window?\n\nJL: I’m sure they had to.\n\nBE: Wh
	at did you think about the Atari VCS when it came out?\n\nJL: The VCS had
	 some good features in it\, but by and large\, as far as for graphical dis
	play\, it was substandard. They had ways of doing things with — you use 
	things known as sprite technology. They could make high resolution charact
	ers\, but they couldn’t put a bunch of stuff on the screen at the same t
	ime. So\, as a result — one of the games they tried to compete with us\,
	 and they did a very bad job\, was Blackjack. Blackjack looked horrible
	.\n\nOf course\, they did things that tried to offset that. You can’t bl
	ame them for that\, right? And their first game had a beautiful sky and ob
	jects running across it. It looked very cool. But it really wasn’t anyth
	ing. But it was the best graphic looks that the game [could do]. Ours look
	ed like little players\, and things\, you know.\n\nBE: How much total RAM
	 did the Channel F have in it?\n\nJL: 16K [kilobits]\n\n[Editor’s Note:
	 As it turns out\, the Channel F had 64 bytes of main RAM and 16 kilobits 
	(or 2 kilobytes of video RAM). During the interview\, I misunderstood that
	 Lawson was speaking of kilobits and not kilobytes.]\n\nBE: Really? 16K? 
	That was a lot at the time. I think the VCS had 128 bytes of RAM.\n\nJL
	: See\, our memory was used as a screen. The screen was memory. What you 
	were doing when you played our game\, you were actually putting symbology 
	in a memory\, and that memory was being displayed on screen. What you look
	ed at when you were looking at the screen was an array of memory so-many-b
	its high by so-many-bits deep. In fact\, when we had to move a character a
	round\, we had a thing we called “self-erasing characters.” Now what w
	e would do is black out a square — say eight by eight — and around tha
	t eight by eight would be a border or background\, and the symbology was p
	ut inside of it. So every time it moved\, it would automatically erase the
	 previous position. If we hadn’t done it that way — like we tried to f
	ill it in — each time we moved it\, we’d have to erase the last positi
	on it was in. If we did it that way\, we ended up having objects that look
	 like they’re jumping around and flashing.\n\nA lot of little things we 
	used to do were different. Our hand controllers were special. They were an
	alog equivalent\, but they were digital. And somebody asked how we did tha
	t. Well\, we would drive the objects. In other words\, when the [switch] c
	losed in a direction\, we would send the object in that direction. We’d 
	send it fast\, then we’d slow it down\, so that it would have a kind of 
	a hysteresis curve. We needed to do that for the human factors of using th
	e hand controllers.\n\nThe hand controllers had a lot of — nobody has du
	plicated one yet. They’ve used them in other things. The hand controller
	 had eight positions: up\, down\, left\, right\, forward and backward left
	 and right. Eight positions.\n\nBE: Do you know the history of Atari’s 
	joystick and how it compared to the Fairchild hand controller? Who made th
	e first home console joystick? Was it Fairchild?\n\nJL: Yep. Ours was dig
	ital. Digital meaning there was no fixed position. If you had a regular ha
	nd controller that is run with resistors or pots\, you move the hand contr
	oller and leave it alone\, that object would say\, “OK\, I’m staying i
	n that position.” Ours would not. In other words\, every time you’d mo
	ve it\, and let go\, it would stay where it is However\, the hand controll
	er would be back in neutral position again. So you had to get used to that
	 operation\, knowing how to operate it.\n\nBE: Who designed the controlle
	r for the Channel F?\n\nJL: I designed the prototype. The original contro
	ller was designed by a guy named Ron Smith. Mechanical guy. The case of th
	e controller was designed by a guy named Nicholas Talesfore\, an industria
	l designer.\n\nBE: What was your official title or position when you were
	 working on the Channel F?\n\nJL: I was director of engineering and marke
	ting for Fairchild’s video game division. I was in charge of all the new
	 cartridges\, how they were made\, and what the games were.\n\nBE: What w
	as the atmosphere of your office like at Fairchild when you were developin
	g the Channel F?\n\nJL: Well\, I was always considered to be a renegade. 
	I mean\, I had many people from Fairchild’s operation up in Mountain Vie
	w come down and tell me how to operate a business. I’d send ’em home w
	ith their tails wagging.\n\nOne of the things I told them\, very simply\, 
	was that some of the biggest problems any company has in development is ha
	ving all these tin gods that come down and tell you how to do things. And 
	one of the reasons they can never develop anything is because of these tin
	 gods. It’s not enough to say\, “Here’s a business. Run this busin
	ess.” You have all these people telling you what you should do and how y
	ou should do it.\n\nIBM was smart enough that when they developed the PC\,
	 they put a whole group in Boca Raton and left them alone. If they hadn’
	t\, they wouldn’t ever had a PC. It would have come out looking like a m
	achine that needed to be in somebody’s office\, not somebody’s home.\n
	\nBE: Did you have any contact with Ralph Baer or Magnavox in the ’70
	s?\n\nJL: I met Ralph Baer maybe 6-7 years ago — maybe more than that
	 — at the Classic Gaming Expo. I met him there on a panel. In fact\, wha
	t they did is that I was a big secret a lot of times\, because people didn
	’t know who I was. And what happened was they had me come there introduc
	ed by this Japanese guy that was with the group\, and he said\, “You guy
	s want to meet the person who started the cartridge business? Jerry\, stan
	d up.” And I stood up and joined them on the dais.\n\nIn fact\, there’
	s one cartridge that’s really funny. The guy paid — we did a cartridge
	 when I had my own company called Videosoft. It was a 2600 cartridge — i
	t was a color bar generator.\n\nBE: Like a TV test pattern kind of thing?
	\n\nJL: Yep. At the vintage show in San Jose\, a guy comes up to me and h
	e says\, “Hey! You’re Videosoft\, aren’t ya? You got any more of tho
	se Color Bar cartridges?” I said\, “Nah\, I haven’t got one.” He f
	ound one at the show\, and he came up to me and said\, “Autograph this f
	or me?” I said\, “Yeah\, sure.” He got a silver ink pen\, and I auto
	graphed it. The next day\, I was giving a talk from the dais\, and another
	 guy said\, “Hey\, did you autograph a cartridge yesterday?” I said\
	, “Yeah. Why\, did you buy it?” He said\, “Yeah. Since it’s got yo
	ur autograph on it\, I paid $500 for it.” Holy Jesus\, right? My wife wa
	s sitting there going\, “You got any more of those?” [laughs]\n\nBE: 
	Yeah\, that would be a good business to get into.\n\nImpact of Race on Pro
	fession\n\nBE: Did you experience any difficulties in your career because
	 of your race?\n\nJL: Oh yeah. There’s two ways I used to experience it
	. First of all\, I’m a big guy. So not too many people confronted me fac
	e to face. But I’ve had instances where I’ve walked into places where 
	they didn’t know I was black.\n\nI’ll give you an example. Not that th
	e guy was a racist\, but a guy named John Ellis\, who was one of the Atari
	 people. In about\, oh\, 1996 or 7\, a law firm in Texas hired me as a con
	sultant. And they were going to sue Nintendo. And they told me they want t
	o bring John Ellis in too\, ’cause he’s from Atari\, and I go\, “Oh\
	, fine.” They said\, “You know John Ellis?” I said\, “I know Joh
	n — very well.”\n\nSo the next day\, John comes in the room\, sees me\
	, and says\, “Hi Jerry.” And he looked kind of strange. I said\, “
	What’s the matter with you\, John?” He said\, “I’ve always known y
	ou as Jerry Lawson. I didn’t know you were the same video game guy Jerry
	 Lawson — I didn’t know you were black!” And I said\, “Huh?” H
	e said\, “Al Alcorn\, Nolan Bushnell\, talked about you — all of them 
	talked about you — Joe Keenan. But they never said you were black.” I 
	said\, “Well\, I am.” He said\, “I don’t know whether they did you
	 a favor or not.” I said\, “Well I don’t go around telling everybo
	dy I’m black.” I just do my job\, you know?\n\nWith some people\, it
	’s become an issue. I’ve had people look at me with total shock. Parti
	cularly if they hear my voice\, because they think that all black people h
	ave a voice that sounds a certain way\, and they know it. And I sit there 
	and go\, “Oh yeah? Well\, sorry\, I don’t.”\n\nBE: Why do you thi
	nk there’s so few black people working in engineering?\n\nJL: I think w
	hat has happened is that engineering is a thing that has never really appe
	aled to black people directly\, because they’ve never had…\n\nYou see\
	, I grew up in a different environment. My mother — she invented busing
	. When she went to a school\, she would interview the teachers\, the princ
	ipal\, and if they didn’t pass her test\, I didn’t go to that school. 
	She once put me in a school called P.S. 50. Turns out Mario Cuomo went to 
	that school. He was a little older than me\, and I didn’t know him at th
	e school\, but he went to the same school. My mother — now get this no
	w — the school was 99% white. My mother was the president of the PTA.\n\
	nWe didn’t even live in the neighborhood. I had a phony address\, I used
	 to go halfway cross town to go to school and to go home. I went up ’til
	 the 6th grade\, then I went to a junior high school that turned out to be
	 really bad. I was in there for six months\, and my mother came to school 
	one day. She talked to the principal\, talked to the teacher\, and walked 
	in the classroom. She nodded toward me\, and I go\, “Oh well\, that’
	s it.” And I wasn’t going to stay in that school. So I went to another
	 school.\n\nBut one of the things she had long since said was that the bla
	ck kids were put under an aroma of “you can’t do something.” It was 
	something that she felt would not help them with any kind of inspiration t
	o go anywhere. When I was in P.S. 50\, I had a teacher in the first grade 
	— and I’ll never forget that — her name was Ms. Guble. I had a pict
	ure of George Washington Carver on the wall next to my desk. And she sai
	d\, “This could be you.” I mean\, I can still remember that picture\, 
	still remember where it was.\n\nNow\, the point I’m getting at is\, this
	 kind of influence is what led me to feel\, “I want to be a scientist. I
	 want to be something.” Now\, I went to another black school and talked 
	to kids who were in the neighborhood\, and they did nothing like this. The
	y never went out anywhere\, they never knew anything. The kids I worked wi
	th\, and went around with\, and played with — they did different things\
	, right? They were looking through microscopes. They’d go outside in a f
	ield — do something\, right? These would not do that. All they did was p
	lay baseball or football.\n\nSo I think my mother had a lot to do with it.
	 She was very effective at the board of education\, because she would tell
	 them off. She’d tell ’em\, “Look. My school needs this\, and th
	at’s it.” She’d long since found that the squeaky wheel gets all the
	 oil. She was president of the PTA for about four years.\n\nBE: And that 
	was in the 1950s?\n\nJL: The ’50s\, yeah. So anyhow\, my mother was ver
	y key to that. In fact\, she died a very young age. It was the part of the
	 eulogy I gave her about some of the things she had accomplished.\n\nI rem
	ember as a kid\, I wanted to get an atomic energy kit. Gilbert Hall of Sci
	ence made one. It had a Geiger counter and a Wilson cloud chamber. A hundr
	ed bucks. My mother tried to get it for me for Christmas\, but finally sat
	 down and told me\, “I can’t do it.” I understood. But she got me a 
	radio receiver\, a [Hallicrafters] S-38. That’s what got me into amateur
	 radio. From then on\, I built converters\, antennas\, everything else. Th
	at is the heart of what I started out with.\n\nI ran into one black man wh
	o did help me\, and his name was Cy Mays. Cy worked as a motorman in the s
	ubway system in New York. He was a buddy of one of the guys who ran Norman
	 Radio. And I used to come in to Norman Radio and — I used to have a red
	 baseball cap — and they said\, “Red Cap’s here!” And he came out 
	and saw me and said\, “Why you getting all this stuff?” I said\, “I 
	just got my license.”\n\n“You just got your ham license?”\n\n“
	Yeah.”\n\n“Have you got a car or some kind of conveyance\, or someth
	ing?”\n\nI said\, “Yeah\, my dad does.”\n\nHe said\, “Ok\, here’
	s my address. Come around this Sunday.”\n\nHe had more stuff in his gara
	ge and his basement…it was like going through a goodie land. “Take wha
	tever you need.”\n\nBE: What advice would you give to young black men o
	r women who might be considering a career in science or engineering?\n\nJL
	: First of all\, to get them to consider it in the first place. That’s 
	key. Even considering the thing. They need to understand that they’re in
	 a land by themselves. Don’t look for your buddies to be helpful\, becau
	se they won’t be. You’ve gotta step away from the crowd and go do your
	 own thing. You find a ground\, cover it\, it’s brand new\, you’re on 
	your own — you’re an explorer. That’s about what it’s going to be 
	like. Explore new vistas\, new avenues\, new ways — not relying on every
	one else’s way to tell you which way to go\, and how to go\, and what yo
	u should be doing.\n\nYou’ll find some people out there that will help y
	ou. And they’re not always black\, of course. They’re white. ‘Cause 
	when you start to get involved in certain practices and certain things you
	 want to do\, you’re colorless.\n\nIn fact\, one of the funny stories ab
	out is that for years\, people heard me on the radio\, and didn’t know I
	 was black. In fact\, Hal — a good friend of mine who just passed way 
	— took me to what is called a “bunny hunt.” A bunny hunt is where a 
	guy has a hidden transmitter\, and you try to locate where he is. The peop
	le trying to find him all go to a diner and talk to each other\; they call
	 it “having an eyeball.” Well\, I went with Hal one time\, and a bunch
	 of guys all over the diner came down to see him. One of them says\, “He
	y Hal\, how ya doing?” And Hal says\, “Oh\, fine.” And he said\, “
	How are you\, sir?” And I said\, “I’m fine.” And he said\, “What
	 did you say?”\n\n“I said ‘I’m fine.'”\n\nAnd he goes\, “Jerry
	? K2SPG Jerry?” He went running down the end of the bar and came back wi
	th everybody. And they all went\, “You’re Jerry?” I was like\, “Ye
	ah. And this one girl\, she said\, “Oh God\, I had a picture of you — 
	I was in love with your voice.”\n\n“Oh\, you were?”\n\n“And I had 
	a picture of you\, and you were about 5’7″\, blond hair and blue eye
	s.”\n\n“God\, you’re way off on that\, aren’t you?” [laughs]\n\
	nBE: So I guess you have to be brave in some ways to be a black scientist
	. It seems like it would go against the tide of culture.\n\nJL: The point
	 of anything by yourself is that you have to be brave to go by yourself\, 
	don’t you? You’re not going to get reinforcement from peers\, right? E
	xcept for the new peers you find as a result of going through this.\n\nI m
	ean\, normally\, the guys on the corner that go play basketball are not go
	nna be your buddies in that. And that’s how they mark things too. It’s
	 unfortunate that they all think they’re gonna be members of the NBA. I 
	try to tell them\, “be.”\n\nBE: How many kids do you have?\n\nJL: Tw
	o: a son and a daughter.\n\nBE: Did any of them follow you into engineeri
	ng or something similar?\n\nJL: One is now following me\, and that’s in
	teresting. He went through Morehouse in Atlanta and graduated as a program
	mer. Computer science. Just recently\, he decided to go back\, because he 
	wanted to do electronics. He’s taking his master’s and he’s becoming
	 an A-student at Georgia Tech. And he calls me — he does microprocessor 
	work now and all these things that really appeal to him\, and he says\, 
	“You know\, pop? I like this stuff\, and my wife calls me Little Jerry
	.”\n\nMy daughter — she was an athlete that kinda blew it. ‘Cause wh
	at happened\, is when she was ready to go to the Olympics\, she got all fo
	uled up. The girl that she was racing against ended up in the Olympics —
	 but she beat ’em all. She has three track &amp\; field records at the h
	igh school she went to\; they still stand.\n\nBE: How do you feel about O
	bama as President?\n\nJL: Let me put it this way: Obama was the best qual
	ified guy\, period\, of any color. Obama was put in that office position n
	ot because he’s black\, but because he’s the best qualified\, and a lo
	t of white people put him there. If it wasn’t for the white people\, he 
	wouldn’t have been there\, because the black people can’t put you in t
	hat office. If anybody thinks that because he’s black\, he’s going to 
	turn around and make everything black\, he’s not. It’s not his way. An
	d his heritage is half-white anyhow\, right? So it’s not even that — e
	ven if he was an all-black man\, he still wouldn’t do that.\n\nObama is 
	needed because\, all of a sudden — I think — it’s amazing how much p
	eople have changed their attitude about what’s going on in this world.
	 I’m hoping that he can straighten out a lot of things with his attitude
	. Because one of the things that the government does\, or the man at the t
	op does\, is to set the tone of what’s gonna happen.\n\nLawson Today\n\n
	BE: What are you up to these days?\n\nJL: Well\, I used to work with Sta
	nford in the mentor program\, working with kids to put two satellites in s
	pace already. Other than that\, I do laser work\, and I’m getting ready 
	to write my book.\n\nBE: Have you played any video games since the 1970s?
	 Have you kept up with video games?\n\nJL: I don’t play video games tha
	t often\; I really don’t. First of all\, most of the games that are out 
	now — I’m appalled by them. They’re all scenario games considered wi
	th shooting somebody and killing somebody. To me\, a game should be someth
	ing like a skill you should develop — if you play this game\, you walk a
	way with something of value. That’s what a game is to me.\n\nIf I was to
	 say intelligence was a weight and say\, “Let’s take intelligence\, we
	igh it in pounds\, and say it’s a hundred pounds.” The way we measure 
	intelligence today is if I have a hundred pounds of intelligence and I get
	 from you 99 pounds\, you’re considered bright\, right? My feeling is wh
	at “bright” is or what “genius” is — if I give you a hundred pou
	nds of intelligence\, you give me back 120. That means you take what you
	’ve taken and gone beyond that. You’ve learned other things\, correlat
	ed the pieces\, and put it together and added something to it. That’s ge
	nius.\n\nAnd what’s wrong many times today is that we don’t have any b
	asis for teaching that correctly. See\, we’re taking away from childre
	n’s imaginations. Video games today — they don’t even want to see an
	ything unless the graphics are completely high-toned\, right? It used to b
	e\, “Oh\, well that looks like a car.” Well\, looks like one\, you kno
	w? No\, they want to see a car\, they want to see wheel spinners on it\, a
	nd all the detail — infinite detail.\n\nBE: How has being a designer on
	 the Fairchild Channel F changed your life?\n\nJL: It made me go into bus
	iness for myself — I can tell you that. Videosoft I had for a couple yea
	rs\, I started that. We did cartridges for the 2600 and for Milton Bradley
	.\n\nAlso\, I remember one time I was in Las Vegas\, walking down the stri
	p. A black kid came up to me and said\, “Are you Jerry Lawson?” I sa
	id\, “Yeah.” He said\, “Thanks.” And shook my hand and walked on p
	ast me. And I thought I may have inspired him.\n\nMy son actually nominate
	d me as a fellow at the Computer Museum. Whether or not it goes anywhere\
	, I don’t know. But I feel that I’ve got to get that done. I’m writi
	ng my story because I think that when kids go there — black kids — and
	 they see somebody black\, it will make a big difference on them.\n\n—\
	n[ Update: 2/21/2015 – For more on the creation of the Channel F\, r
	ead “The Untold Story of the Invention of the Game Cartridge” by Benj 
	Edwards at FastCompany.com. ]\n\n\n\n\n	 \n\n\n\n	VIDEOSOFT GAME LISTING\
	n\n\n\n	https://gdri.smspower.org/wiki/index.php/Video_Soft\n\n\n\n	 \n\n
	\n\n	Video Soft (incorporated on May 7\, 1982\, as Video-Soft\, Inc.) was
	 based in Santa Clara\, California\, and founded and headed by Jerry Lawso
	n [1]\, previously the chief engineer behind the Fairchild Channel F syst
	em. The company made games for Amiga\, CBS\, Mattel\, Milton Bradley\, and
	 Parker Brothers. [2]\n\n\n\n	Research Methods: Online resources\n\n\n\n
		2600\n\n\n\n	3-D Genesis (unreleased) (Amiga) [Dan McElroy\, Jerry Lawso
	n]\n\n\n\n	3-D Ghost Attack (unreleased) (Amiga) [Mike Glass\, Jerry Laws
	on]\n\n\n\n	3-D Havoc (unreleased) (Amiga) [Frank Ellis\, Jerry Lawson]\n
	\n\n\n	Atom Smasher (unreleased) (Video Soft)\n\n\n\n	Color Bar Generator
	 Cart (US Publisher: Video Soft) [Dan McElroy\, Jerry Lawson]\n\n\n\n	Dep
	th Charge (unreleased) (Amiga) [Jerry Lawson]\n\n\n\n	Golf Diagnostic [D
	an McElroy\, Jerry Lawson]\n\n\n\n	For use with an interactive golf simula
	tor\n\n\n\n	In Search of the Golden Skull (unreleased) (Mattel) [Jerry La
	wson] [3]\n\n\n\n	Mogul Maniac (US Publisher: Amiga)\n\n\n\n	Off Your Ro
	cker (unreleased) (Amiga) [Frank Ellis]\n\n\n\n	S.A.C. Alert (unreleased
	) (Amiga) [Jerry Lawson]\n\n\n\n	Scavenger Hunt (unreleased) (Amiga) [Mik
	e Glass]\n\n\n\n	Spitfire Attack (US/CA Publisher: Milton Bradley) [Frank
	 Ellis] [4]\n\n\n\n	Strafe (unreleased) (Amiga)\n\n\n\n	Surf's Up (unre
	leased) (Amiga) [Chip Curry]\n\n\n\n	Atari 8-bit\n\n\n\n	Mogul Maniac (US
	 Publisher: Romox)\n\n\n\n	 \n\n\n\n	secondary listing\n\n	https://www.di
	gitpress.com/video-game-guide/?title=&amp\;dollars_loose=&amp\;dollars_com
	plete=&amp\;scarcity_loose=&amp\;scarcity_complete=&amp\;Designer=&amp\;De
	veloper=Video+Soft&amp\;Mfr=&amp\;PartNo=&amp\;Released=&amp\;mode=Search\
	n\n\n\n	\n\n\n\n	\n\n\n\n	\n\n
DTSTART;VALUE=DATE:20251201
RRULE:FREQ=YEARLY;INTERVAL=1
END:VEVENT
END:VCALENDAR
