Revolution in the Valley: The Insanely Great Story of How the Mac Was Made
and after working with Burrell and Brian for a couple of weeks, she taped out the design and sent it off for a limited production run of a few dozen boards.
    We started having weekly management meetings in June 1981, which were attended by most of the team, where we discussed the issues of the week. At the second or third meeting, Burrell presented an intricate blueprint of the PC board layout, which had already been used to build a few working prototypes, blown up to four times the actual size.
    Steve started critiquing the layout on a purely esthetic basis. "That part's really pretty", he proclaimed. "But look at the memory chips. That's ugly. The lines are too close together".
    George Crow, our recently hired analog engineer, interrupted Steve. "Who cares what the PC board looks like? The only thing that's important is how well that it works. Nobody is going to see the PC board."
    Steve responded strongly. "I'm gonna see it! I want it to be as beautiful as possible, even if it's inside the box. A great carpenter isn't going to use lousy wood for the back of a cabinet, even though nobody's going to see it."
    George started to argue with Steve, since he wasn't on the team long enough to know that it was a losing battle. Fortunately, Burrell interrupted him.
    "Well, that was a difficult part to layout because of the memory bus.", Burrell responded. "If we change it, it might not work as well electrically".
    "OK, I'll tell you what," said Steve. "Let's do another layout to make the board prettier, but if it doesn't work as well, we'll change it back."
    So we invested another $5,000 or so to make a few boards with a new layout that routed the memory bus in a Steve-approved fashion. But sure enough, the new boards didn't work properly, as Burrell had predicted, so we switched back to the old design for the next run of prototypes.

First day with the Macintosh team
by Brian Robertson in August 1981
    Being the first "manufacturing" type person on the team, I showed up at Texaco Towers on my first day (August 17, 1981) at 7:30am. Rod showed up about 8:30 and said "who are you". After talking a while he showed me across the hall to my work space, pointed to a bean bag chair, and said "how's that?". Then the desk arrived.
    Then George Crow, Burrell Smith and Dan Kotke found out I was there to help and the requests for sourcing started and didn't stop for the next 3 years.

Donkey
by Andy Hertzfeld in August 1981

    the original IBM PC
    The first version of the IBM PC was introduced in August 1981. Apple responded by running an ad in the Wall Street Journal with the headline "Welcome, IBM. Seriously." Even though he was usually tight with money, Steve Jobs allowed the Mac team to buy an early unit to dissect and evaluate. The day it became available, we ran to the store and purchased one to take back to the lab.
    Needless to say, we were not very impressed with it. From the perspective of the Macintosh that we were already in the midst of bringing to life, it seemed like ancient history the day it came out. There was little, if any, Woz-like cleverness in the hardware design, using dozens of extraneous chips without having any cool features. The 8088 was a decent processor compared to the 6502, but it paled next to the 68000 we were using in the Mac.
    But the most clunky part of the system was the software. MS-DOS seemed like a clone of an earlier system, CP/M, and even the demo programs lacked flair. It came with some games written in BASIC that were especially embarrassing.
    The most embarrassing game was a lo-res graphics driving game called "Donkey". The player was supposed to be driving a car down a slowly scrolling, poorly rendered "road", and could hit the space bar to toggle the jerky motion. Every once in a while, a brown blob would fill the screen, which was supposed to be a donkey manifesting in the middle of the road. If you didn't hit the space bar in time, you would crash into the donkey and lose the game.
    We thought the

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