1970s, the classified section of the
San Jose Mercury
carried up to sixty pages of technology help-wanted ads. One of those caught Jobs’s eye. “Have fun, make money,” it said. That day Jobs walked into the lobby of the video game manufacturer Atari and told the personnel director, who was startled by his unkempt hair and attire, that he wouldn’t leave until they gave him a job.
Atari’s founder was a burly entrepreneur named Nolan Bushnell, who was a charismatic visionary with a nice touch of showmanship in him—in other words, another role model waiting to be emulated. After he became famous, he liked driving around in a Rolls, smoking dope, and holding staff meetings in a hot tub. As Friedland had done and as Jobs would learn to do, he was able to turn charm into a cunning force, to cajole and intimidate and distort reality with the power of his personality. His chief engineer was Al Alcorn, beefy and jovial and a bit more grounded, the house grown-up trying to implement thevision and curb the enthusiasms of Bushnell. Their big hit thus far was a video game called Pong, in which two players tried to volley a blip on a screen with two movable lines that acted as paddles. (If you’re under thirty, ask your parents.)
When Jobs arrived in the Atari lobby wearing sandals and demanding a job, Alcorn was the one who was summoned. “I was told, ‘We’ve got a hippie kid in the lobby. He says he’s not going to leave until we hire him. Should we call the cops or let him in?’ I said bring him on in!”
Jobs thus became one of the first fifty employees at Atari, working as a technician for $5 an hour. “In retrospect, it was weird to hire a dropout from Reed,” Alcorn recalled. “But I saw something in him. He was very intelligent, enthusiastic, excited about tech.” Alcorn assigned him to work with a straitlaced engineer named Don Lang. The next day Lang complained, “This guy’s a goddamn hippie with b.o. Why did you do this to me? And he’s impossible to deal with.” Jobs clung to the belief that his fruit-heavy vegetarian diet would prevent not just mucus but also body odor, even if he didn’t use deodorant or shower regularly. It was a flawed theory.
Lang and others wanted to let Jobs go, but Bushnell worked out a solution. “The smell and behavior wasn’t an issue with me,” he said. “Steve was prickly, but I kind of liked him. So I asked him to go on the night shift. It was a way to save him.” Jobs would come in after Lang and others had left and work through most of the night. Even thus isolated, he became known for his brashness. On those occasions when he happened to interact with others, he was prone to informing them that they were “dumb shits.” In retrospect, he stands by that judgment. “The only reason I shone was that everyone else was so bad,” Jobs recalled.
Despite his arrogance (or perhaps because of it) he was able to charm Atari’s boss. “He was more philosophical than the other people I worked with,” Bushnell recalled. “We used to discuss free will versus determinism. I tended to believe that things were much more determined, that we were programmed. If we had perfect information, we could predict people’s actions. Steve felt the opposite.” That outlook accorded with his faith in the power of the will to bend reality.
Jobs helped improve some of the games by pushing the chips toproduce fun designs, and Bushnell’s inspiring willingness to play by his own rules rubbed off on him. In addition, he intuitively appreciated the simplicity of Atari’s games. They came with no manual and needed to be uncomplicated enough that a stoned freshman could figure them out. The only instructions for Atari’s
Star Trek
game were “1. Insert quarter. 2. Avoid Klingons.”
Not all of his coworkers shunned Jobs. He became friends with Ron Wayne, a draftsman at Atari, who had earlier started a company that built slot machines. It subsequently failed, but Jobs became