Smoke and Mirrors
By Mike James
()
About this ebook
It is a factual account of events, but more than that, it is a human story of the man behind the GameGavel Network and the Retro VGS / Coleco Chameleon and shows how one man's dream can quickly become a nightmare.
Mike Kennedy set out with good intentions and wanted to produce a video game console but somewhere along the way he lost control of his vision, his empire, and his livelihood. At any stage, he could have stopped the descent into madness but he chose to double down and forge ahead with one of the biggest scams in video game history.
Join Mike on his journey from hobby gamer to C.E.O. and back again and experience his highs and lows along the way.
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Smoke and Mirrors - Mike James
Smoke and Mirrors
1: Hey Everybody It’s SoCalMike
Mike Kennedy (SoCalMike) came across as a happy go lucky kind of guy, the kind of guy that you instantly liked and wanted to like. He worked in sales which seemed to suit his upbeat personality and he had an ability to inspire confidence and he gave you the feeling that he really was personally enthusiastic about whatever the topic for discussion may be.
Mike Kennedy was born in Omaha, Nebraska on November 20, 1969, and his family still reside there. He discovered video games, like most people of his generation, in the very early days of the industry, the mid 1970’s, and again, like most people his age, it was with a home Pong console and Mike’s was bought by a relative as a Christmas present, probably by his Grandfather who worked at Sears.
Pong consoles were very popular in this era and were simply a home version of the Atari arcade game of the same name that had hit the arcades in 1972 after Al Alcorn created the game as a training exercise. A test unit was put on location at a local bar called Andy Capp’s Tavern in August 1972 to see how popular it was and within a few days Al had a phone call to let him know that it had broken. In fact, it wasn’t broken, the unit had proven so popular that the coin box had simply filled up and could not take any more coins. This was the true birth of the coin operated Arcade era.
Atari engineer Harold Lee proposed a home version that would connect to a television set and he worked with Alcorn to develop a unit that was based on the same technology used in the arcade game. Their final unit was ready in 1974 and they contacted the Sears Sporting Goods department after they had seen a Magnavox Odyssey advertisement in the sporting goods section of its catalogue. Tom Quinn of Sears offered Atari an exclusive deal, but Atari felt that they would get a better deal elsewhere and took their unit to the New York Toy Fair where it received a lukewarm reception.
With their tail between their legs they went back to Sears and took a demo unit to Chicago before signing a deal that would see them available in stores from 1975. Soon after, other companies began to produce their own versions, known as clones, as the Atari version sold through Sears was officially called the Sears Tele-Game.
Mike is unsure of exactly which unit he had back then as he has no pictures of it from the time to look back at, but he thinks it was most likely a Sears Tele-Game as his Grandfather worked for the company and the family would often receive Sears gifts for Christmas and birthdays. He did however spend lots of his time playing on it and that is what started his life-long love of video games.
His next system was an Atari VCS, sometimes referred to as the Atari 2600, and he picked up lots of games for it over time, either with his pocket money or as gifts for birthdays and Christmas. His favorite games on the Atari VCS were Kaboom, Adventure, Dodgem, Fast Food, Pitfall 2, Jawbreaker and Frostbite, he even remembers the day that he got Kaboom as a gift, before he even had his console.
There was a grocery store near his childhood home that also sold video games, back then many outlets from book stores to grocery stores would have a carousel display that was full of videogame cassettes and diskettes for the various current computers and consoles. In the grocery store Mike saw the tell-tale pink box that belonged to Kaboom and he begged his Mother to buy it for him, knowing that he was getting an Atari for his birthday. She let him have it and he would take it to his friends’ houses to play it until he got his own system soon after. He loved the game so much that he would later use the nickname Kaboomer
on several video game forums.
By the time Mike was attending Junior High School, as luck would have it during his 7th and 8th grade, they had just completed work on their new Computer Lab that boasted over 20 TRS-80 Model III’s. These were manufactured by Tandy Corporation from 1977 until 1981 and sold over 100,000 units. The name TRS
comes from a combination of the names Tandy and Radio Shack who sold them. These were not a video game console but a fully-fledged microcomputer, complete with a full QWERTY
keyboard, disk drive and monitor, which was actually a modified black and white television. By 1979, the TRS-80 had the largest software library of any microcomputer available and outsold its main rival, the Apple 2 series, by 500%.
Mike wasted no time in familiarizing himself with this new technology and was one of many students who would be eager to stay behind after school had finished to go along to the lab and play on these wonderful new machines. So much so that he joined the school computer club and started playing around with the computers and learning more about them. He also found another of his favorite games there, the classic Oregon Trail. As well as at school, Mike had access to computers at home, including a Timex Sinclair, a Commodore 64 and, when he got to High School, his favorite computer of the time, his Apple 2c with its green, monochrome monitor. Mike’s favorite games for the Apple that he kept throughout his High School years were Castle Wolfenstein, Choplifter, Biolstoad and Critical Mass.
Mike even wrote some primitive games for his Sinclair, including one that he was particularly proud of where you placed bets on the outcome of a race between sailing boats. The boats would be made up of the graphics provided on the Sinclair keys rather than using pixels and the boats would race from one side of the screen to the other, with the winner being determined randomly. At this stage Mike was using computers much more than consoles for games and would often have friends over so they could have sleep overs and play marathon games of Archon, M.U.L.E., Temples of Apshai, Beach Head and the popular Infocom text adventure games like Seven Cities of Gold.
Outside of school and home Mike would visit Millard’s local arcades, in particular one called Yada’s, which was his favorite, and he spent hour after hour there in that vibrant, noisy place that always had a good smell of pizza and popcorn coming from the small snack bar.
He also remembers;
the sounds that emanated from that place as I was opening the door and about to step in: a mixed-up symphony of arcade theme songs and attract screens all greeting me and wanting my attention (and my quarters). It was magical.
The first arcade game that he remembers playing is Midway’s Stunt Pilot which is a 1971 Electro-Mechanical game where you control an airplane that flies around a black light environment. The aim of the game is to fly under the St. Louis Arch and avoid other obstacles. If you crashed your plane, there would be an ambulance that came out with its lights flashing as it drove around. The game has to be seen to be believed as the backgrounds and the environment are made with physical landscapes rather than just computer graphics and look absolutely amazing, even more so to a young Mike Kennedy who had never seen anything like it before.
His favorite games to play at Yada’s arcade were Cinematronic’s 1980 vector game Star Castle, Atari’s 1980 games Missile Command and Battlezone, Sega’s 1980 game Carnival and their 1981 game Astro Blaster. It was also at Yada’s that Mike saw the 1980 Midway game Pac-Man, which he played, and watched others play, so much that he learned the game’s patterns and could routinely progress through the game to the 9th key before the pattern changed. The Pac-Man ghosts are programmed in such a way that their movements can be predicted and that can be used to the player’s advantage in avoiding them or eating them after swallowing the power pills. Mike also loved to meet his friends at Yada’s and the other arcades of Millard such as Western Bowl, Dragons Lair, Skateland, Peony Park Arcade, WC Franks Millard Plaza, Showbiz Pizza, Happy Joes Pizza and Kart Ranch where they would hang out, play games and eat pizza, much like kids all across America were doing at the time.
Back at home while most of his peers owned the NES (Nintendo Entertainment System) Mike went the other way and got a Sega Master System which he loved, followed by a Sega Genesis which again, he loved, but he realized that he had been limiting himself to the one system and would have the typical playground arguments of the day over which was better, Nintendo or Sega, and while in general he preferred the Sega systems and game libraries, he had his head turned by the 1994 Super Nintendo game Donkey Kong Country developed by Rare. Pretty soon after its release he owned a Super Nintendo.
These were Mike’s core gaming years and, like most people his age, there were other consoles to follow such as the Nintendo 64, Atari Jaguar, Atari Lynx, Sega Game Gear, Nintendo Game Boy, Sega Dreamcast, Nintendo Gamecube, Sony PlayStation, Microsoft Xbox and Sony PlayStation 2 but again, like most people, when Mike closes his eyes and thinks of his childhood and the games he played, it is the earlier systems that he remembers most fondly.
Mike continued his schooling at Millard South High School, graduating in the Class of 88 before attending Creighton University from 1989 to 1990 and later the University of Nebraska at Omaha from 1991 to 1994, the same University that his father had attended before him.
As a teenager Mike would spend a lot of time up at Lewis and Clark Lake along with his then girlfriend Tricia and they would follow their shared passion for sailing as well as for each other. Lewis and Clarke Lake sits on the Missouri River at Yankton, South Dakota which is on the border between Nebraska and South Dakota, a short drive from Omaha. It is actually a reservoir that is approximately 25 miles long with a surface area of 31,000 acres. The area was also popular with campers and Mike and Tricia continued this love of camping for many years, frequently traveling and camping in their silver Airstream. As teenagers the two of them would race each other in sailing boats up and down the lake as they spent long summers there, another hobby that they continued to enjoy on board their yacht, Hula Girl, sailing the 22 miles from its mooring at Dana Point to Catalina Island.
While Tricia was studying at Creighton University, Mike would often make the journey over to spend time with her and there are pictures of Mike in her dorm room playing Tetris and Super Mario Land on his Game Boy with headphones plugged in to capture the great stereo sound that the unit had. The two of them were eventually married on December 26, 1992, having met when they were just eight years old.
As well as sailing, the two of them shared a passion for their local college football team, the Nebraska Cornhuskers and they would try to go to every game. The Cornhuskers is the team of the University of Nebraska and located in Lincoln, Nebraska at the Memorial Stadium and Mike and Tricia would go to games wearing their team colors of Scarlet and Cream. The team began playing competitive games in 1890 and Mike and Tricia still go to games when they can, in recent years, usually when the Cornhuskers are playing a California team as the two of them moved out from Nebraska to Southern California in 1999.
The move to the warmer climate allowed Mike to almost continually wear his favorite attire of shorts or jeans and retro gaming T-Shirt, showing a glimpse of his Fred Flintstone tattoo. It also allowed him to rekindle his love affair with gaming, and in particular, retro gaming.
Southern California is well known for its swap meets and Mike would visit them every weekend hoping to pick up cheap games and consoles, a lot of which he would simply never have seen in Nebraska. With Silicon Valley not too far away he was surprised by some of the cool hardware that he would see and he would want to buy it all, and over time he did build up quite a collection of interesting items.
In addition to the swap meets, Mike had begun using eBay in 1997 and before he knew it he had filled his garage, which he also used as a home office, with lots of retro items that he simply didn’t need and he found himself having to make difficult decisions about what to keep and what to sell. He decided that he would only keep either the things that he had owned as a child or the things that he had wanted as a child but never got, and he went about selling the rest of his collection on eBay. The profit he made on these sales after picking the items up at swap meets for rock bottom prices and then selling them on eBay at a premium meant that he literally had a collection of items he wanted that had effectively cost him nothing.
One day in 2002, at a swap meet, Mike found an arcade cab and he had to own it. It was the 1981 Exidy game Venture
and it was only $75 so he took it home with him and began his collection of arcade and pinball machines. As he only had a single garage which also served as his home office, he had limited space for them but generally he rotated a collection of a dozen or so arcade machines. The ones he generally kept were his M.A.M.E. (Multiple Arcade Machine Emulator) cabinet, Atari Battlezone, Atari Video Pinball, Midway Stunt Pilot and the Williams Taxi pinball. He had carpeted his arcade with black light carpet, fitted a laser star projector, an iPod jukebox and various black light and 80’s movie posters. He kept a small desk for his work from home job but it was full of Apple, Commodore, and other classic computers with barely enough room for his work laptop. His favorite arcade game, and one that he never wanted to part with, was his Midway Stunt Pilot which he bought from eBay for $400.
Mike did own some modern day systems including a Nintendo DS, a Nintendo Wii and a Sony PlayStation 3, though he does not feel the same passion for those as he does for the old, retro systems. He also played a lot of games on his iPhone and is encouraged by the stream of good games he has found for the system. However, he feels that each console generation has massive highs and massive lows, though this could be said of most eras really, they all had very good and very bad games but he describes the current era as an awesome time to be a gamer
and then expounds upon that with Has there ever been a
not awesome time to be a gamer? I think not.
Mike was surrounded by these arcade machines, retro systems and collectibles as he carried out his day job which was South West Regional Sales Engineer for Creform Corporation, a manufacturer of material handling products, a position he had held since July 2005. Mike looked after customers in the Southern California area and occasionally travelled around the state and beyond to meet with customers and suppliers. Once he finished his work day at 5pm, and often before, he would hit the gaming forums and chat with like-minded collectors and players and this is how Mike met most of the people he knows in and around the hobby, a hobby that he wanted to turn it into a career.
I just want to quit my day job and work in gaming, as an ideas man
was his aim and we will go on that journey with Mike to see if he achieves it, but is it a wise aim? Should hobbies remain just that, hobbies, to be enjoyed in free time?
If we look at the definition of hobby
oxforddictionaries.com describes it as:
An activity done regularly in one’s leisure time for pleasure.
Dictionary.com goes one step further in its definition:
An activity or interest pursued for pleasure or relaxation and not as a main occupation.
Mike isn’t the only person to have attempted that transition but is it a good idea? The video game industry is full of people who love what they do, as are all industries, but it is a fine line between loving what you do for a living and making a living doing what you love. It is equally true that there is little or no place for a guy with only ideas. A programmer or artist with ideas has a place at the table, and virtually all talent at the table has ideas, so there is almost never a place at the table for an individual bringing no talent but telling others what they should do with theirs. This would be the rope that Mike dangled from over the edge of the cliff as he possessed neither the talent or the funding to create his empire. He had to use the time and talents of others until, finally, that rope snapped.
The saying goes: If you find a career you love, you’ll never work a day in your life
and while it has been attributed to everybody from Confucius to Marc Anthony, it certainly contains a grain of truth. Getting out of bed every morning to go to a job you hate is no way to start the day and just making that simple change in your life makes a huge difference to your health and well-being. Some people are lucky enough to never have those Monday morning blues or, worse still, the Sunday evening blues and everybody should aim to pursue a career in a field they love and why wouldn’t you? You spend your years in school, college, university and any other establishment you care to attend, learning your way to pass exams and equipping yourself with the qualifications to follow the path you set yourself on, presumably choosing the subjects that you find interesting, which makes studying for them much easier and enjoyable, and makes you want to learn more about them. Enthusiasm for your chosen subject and an enjoyment of studying and the learning process is a wonderful thing to experience and that yearning for knowledge increases as we get older, however, that yearning for knowledge and the enjoyment of a chosen subject is very different from a hobby.
The early days of Atari for example, where the pioneers of the industry were programming games like Yar’s Revenge, Pitfall, Kaboom and Dragster. Those programmers would eat, sleep and live their games as they went through the whole process of design, programming and packaging. The programmers of these early games, David Crane, Rob Zdybel and Howard Scott Warshaw, to name a few, would go to work when they wanted to program and would work for days on end, sometimes sleeping in the office between sessions, not only because they would lose track of time once their fingers hit the keyboard, but because they loved what they did. They were dedicated programmers and it didn’t really matter that they were programming games. To many programmers, the same problems and solutions exist whatever they are working on, they are writing code that solves a problem and it doesn’t really matter what that problem is, the mental process for solving that problem and the code used to solve that problem are one and the same.
However, for the hobby coder the scenario is very different. There is a huge void between sitting at home and tinkering with code to make a ball bounce across the screen and sitting in an office having to write a program to control the temperature in a nuclear reactor or writing the code that makes a heat seeking missile seek heat. The pressures are poles apart and the experience is a very different one. You also have to consider what skills you bring with you. To be a programmer for example you have to solve problems, usually complex problems, to be an ideas man you have to have ideas. If you have none of the skills necessary to bring those ideas to fruition though, you need a team around you who can. The problem is, once the team have that idea, they don’t need you anymore. They go away and make that idea a reality and you have no further purpose until you come up with the next idea and if your ideas aren’t original or are somebody else’s, what purpose do you serve at all?
The other problem with making a hobby a career is that you can easily lose sight of what is realistic, what is practical and what is actually a good or a bad idea. Your judgement becomes somewhat clouded as your passion can easily take over as you chase unrealistic dreams. What is hard to gauge is whether your enthusiasm for your idea is limited to yourself or if there is actually a market for it. You could come up with an idea for what you think is a fabulous product but will it sell? Do other people share the enthusiasm for it or not?
I will give the example of a solution to a problem that we all face almost every day of our lives. That of making a cup of tea. You make a cup of tea, you pour boiling water into a mug that contains a teabag and you stir it to help it infuse properly and make a nice strong cup of tea. Once the tea is brewed and you need to remove the teabag from the cup, you use a spoon, you scoop the teabag up, squeeze it slightly against the side of the cup and then carry it from the mug to the waste bin, probably dripping tea all the way as the teabag overhangs the sides of the spoon.
Wouldn’t it be fantastic if there was a device that would allow you to stir the tea, squeeze the teabag over the mug and then allow you to carry it to the bin without dripping tea as you do so? There have been countless people and companies bringing such a product to market, all of them have a great case, they all have a problem that needs solving and they all come up with a solution that solves it, but do they sell? No. The public at large just keep on using a teaspoon and will keep on using a teaspoon until the teabag is a thing of the past. It’s a problem certainly, but is it a problem that needs solving?
In the minds of inventors who design these products, yes, and each one thinks that theirs is the best yet and will sell to the public at large, but they all leave pretty much empty handed as the market does not share their enthusiasm for their product. Is their judgement clouded as they see their idea through from concept to finished product? Are they chasing a pipe dream or could they just have done better market research and not wasted their time?
The other problem of course is that you also have to do the bits that you don’t like in addition to the bits you do like. The inventor loves to invent but he also has to learn marketing, business finance, fill in tax returns, negotiate buying raw materials and pitch to potential buyers, none of which he may be good at, so the part he actually enjoys, inventing, becomes perhaps 20% of his day to day duties which doesn’t sound like fun at all.
If you do decide to pursue a hobby as a career, you need to be very focused and dedicated to make it work, it is your future and nobody else is going to make it happen for you. Keep your ideas simple and focused as this will not only make it easier to achieve, but it will make your product easier for the public to understand. Keeping your product simple is not restricting yourself unnecessarily, it makes your goal easier and that brings other goals with it. You also need to be sure that you are backing a winner before sinking everything into it, if somebody gives you constructive criticism you need to listen to it as it will come from somebody who does not have a vested interest, somebody who isn’t perhaps blinkered or blind to problems. Take a step back and look at the problem with fresh eyes.
It is widely thought that the likely reason you love your hobby so much is because there is no pressure associated with it, because it is done in free time there are no deadlines to meet, there is no quality control, so if the first time you make a dovetail joint you make a mess of it, you can just do it again. There is no pressure of where the next pay cheque is coming from, it’s just for fun. However, that fun element can be lost when you monetize your hobby and when there is now some pressure attached to it. Not only might you be stuck in a job that you are disengaged from, you’ve also taken the fun out of your hobby as well which is your means of escapism.
It might be fun to create something in your free time but can you create thousands of them to meet an order? Will you still enjoy making them a decade from now? Can somebody else make them more cheaply or more quickly? Perhaps even market them more effectively. Even if you have a hobby that you love a great deal, you might not have what it takes to make it as a viable business. There’s a big difference between playing video games in your home arcade and manufacturing and selling video games for profit five days a week, fifty two weeks a year.
2: Going Once, Going Twice
Chase the Chuckwagon
The name Chase the Chuckwagon comes from a 1983 promotional video game for the Atari VCS. The game was only available via mail order and to receive a copy you had to send a proof of purchase to the dog food company Ralston Purina who produced a brand of dog food called Chuckwagon
, hence the rarity of the game. Hardly anybody actually did this to obtain a copy of the game, in what would have been a fairly limited production run in the first place and it is certainly not an easy game to find today.
The premise of hunting down a rare game and the play on words in the name gave Mike the idea for a new website which he launched on March 24th, 2008. Actually it wasn’t an original idea as somebody had tried it before with a site that failed, called vidiots.com.
He had this to say about the name:
Basically, the promotion failed and supposedly very few of these Atari cartridges made it out into consumers’ hands. Thus is (sic) became known as extremely rare with Atari Collectors. This helped (it) become the original
Holy Grail" for video game collectors and soon the name Chase the Chuckwagon became synonymous with the hunt we are all on to find rare and unique items for our collections.
So now, you know it’s not just some crazy name, but has a true meaning for hunting down and finding collectible gaming items. Once I discovered this URL was available, I bought it and the ChaseTheChuckwagon.com Auction site was born."
Chase the Chuckwagon was intended to be an online auction site with which Mike hoped to rival the online auction giant eBay
, but Mike’s site would be selling exclusively video game related merchandise. Mike was the founder and sole owner of Chase the Chuckwagon which initially came about as a means of saving himself some money. One of Mike’s hobbies was to go to his local Swap Meets every weekend and pick up cheap items ranging from loose game cartridges for assorted systems to boxed, complete consoles. Some of these he would keep for his own collection but most were bought to sell on and hopefully turn a profit. No harm in that of course, lots of people do it all over the world.
Mike would then get his purchases home, photograph them and post them on his web site for people to buy. He had been picking up games in this way for some time and had been listing them on eBay, a service he had been using since 1997, but he had been growing increasingly tired of paying eBay’s rising fees on every item that he listed. With his own site, Mike could list as many items as he wanted to and not pay any selling fees, and it had the potential to bring him a slice of the gamer market and make him very wealthy and the head of a major corporation in the video game world. That was his goal and that was the spark of an idea that drove the creation of ChaseTheChuckWagon.com.
The problem that Mike faced of course was exposure. Everybody knew what eBay was but nobody had heard of Chase the Chuckwagon, so items listed for sale were certainly cheap to sell but the downside was that they had only a very limited potential audience to bid up the prices and make it worthwhile for other sellers to use it.
This was Mike’s main problem with Chase the Chuckwagon, getting a foothold in the market place and driving traffic to his site, and really that is the problem for anybody trying to build a new website to rival any of the big players. As wide open and accessible as the Internet is, it doesn’t really support this model of providing an alternative option for consumers.
For example, think of video streaming sites, particularly those based around user content. The main one is of course YouTube which totally dominates the field and leaves the rest such as Vimeo to fight over the scraps. The same is true of research sites with Wikipedia dominating the field and its competitors again are left fighting for survival. Netflix enjoys a similar dominance for studio produced content and of course eBay totally dominates the online auction market, leaving sites like Etsy and of course Chase the Chuckwagon to pick up the pieces.
As legitimate as Mike’s motives were, to create a cheaper and more focused site, it was always going to be an uphill struggle, especially for a site with such an unusual name, a name not immediately associated with its core objective, selling second hand video games and video game merchandise. After some development on the site, any items listed there with a fixed Buy Now
price would show up in a Google search but Mike was still struggling to drive traffic to his live auctions so some positive action was needed.
This is where Mike had an idea, one that he would repeat later, more than once. Mike decided to hit the airwaves and in order to increase his potential market, he started recording a podcast. Mike was an avid listener of the Shane R. Monroe show Retro Gaming Radio
and when he was at the Riviera Hotel in Las Vegas for Classic Gaming Expo 2007 he bumped into Shane and pitched to him the idea of putting his new auction related audio segment into Shane’s show where he would talk about going to the Southern California swap meets and grabbing bargains and classic gaming items that he could then make available to listeners. Shane liked the idea and Mike’s segment Chasing The Chuckwagon
began shortly afterwards.
Seeing that the domain name chasingthechuckwagon.com was also available he bought that as well, and redirected it to the existing chasethechuckwagon.com.
Retro Gaming Radio ran from August 1998 to August 2008 and had evolved over time from a short Real Media show, released whenever Shane had content to share, to a monthly mp3 file based show running around 3 hours long. Toward the end of its run, Retro Gaming Radio became less regular and there were only 3 shows released in its final year. This was a bit of a problem for Mike because he was trying to increase interest in the items he was selling, but by the time the show was released they may no longer be for sale, so he needed a more regular podcast that was released more reliably.
Another contributor to Retro Gaming Radio was Scott Schreiber who recorded a segment called The Hardware Flashback
and, as the name would suggest, he would discuss technical aspects of a wide range of hardware, from repairing arcade games and pinball machines to reviewing new controllers and video games. As Mike pitched his idea for an audio segment to Shane, Scott was also in the Retro Gaming Radio booth and got to spend some time with them both and got to know them. They had met casually at events before but had never spent any extended time together and Scott enjoyed getting to know Mike in those early days.
Mike explored various avenues to try and popularize Chase the Chuckwagon and would post about it on various retro gaming forums, don’t forget that this was before the days of Social Media as we know it today, and the quick and easy exposure that we take for granted these days simply wasn’t there, though the early signs were promising:
On August 6, 2008 Mike had this to say:
I feel we are approaching a momentous occasion on Chase the Chuckwagon
In its first four months the site boasted 670 members and a growth of 160 new members each month. There had been over 6,000 items listed and there were currently almost 1,000 live auctions running. There were sales of over $19,000 and it had risen to the top 120,000 sites in the USA and the top 550,000 worldwide out of over 10,000,000 at that time.
Still, to take on the might of eBay a change was needed, and a change soon came.
Vendazzle
Mike felt that the scope of Chase the Chuckwagon might be a little too narrow and he wanted to increase the potential market for his site so he began to search for alternatives and he found one in Vendazzle. Vendazzle.com had started prior to Chase the Chuckwagon but its owner had lost interest in it so Mike decided to pick it up in late 2008 and launched on December 9, 2008, to run it alongside Chase the Chuckwagon.
Vendazzle would be an auction site that was not restricted to video games, it could be used for anything (except video games) and Mike began to promote it around various forums and websites, offering free seller accounts to early members in order to encourage more traffic.
The first 20 members to register on http://www.Vendazzle.com and PM me back here will score a lifetime seller membership. Pay no listing or final value selling fees forever on Vendazzle.
"ChaseTheChuckwagon.com, a video gaming auction site, was launched back in March 08. Since then we’ve grown to over 1,500 members, hosted over 43,000 auctions and sold over $50,000 in merchandise.
Now, at the request of our members we have launched a sister
site to facilitate auctions for everything else (but video games). One registration gets you into both sites!"
"The ease of use and the familiar format will keep you coming back again and again.
Please check us out and register today.
So Cal Mike, Owner
http://www.Vendazzle.com
http://www.ChaseTheChuckwagon.com"
He got Vendazzle some early exposure after launch and on December 10, 2008, the website gamesindustrybiz.com published his press announcement where he described the move to Vendazzle as being driven by his Chuckwagon members, craving more Mike Kennedy auction sites.
ChaseTheChuckwagon.com is a successful startup auction site dedicated to video games. Since launching in March 08 it has grown to over 1,500 members, hosted over 43,000 auctions and sold over $50,000 in merchandise. Now at the request of its members, owner Mike Kennedy, has launched an auction site dedicated to everything else. Mike says,
It was evident early on that our members were looking for another venue to sell things other than Video Games". Originally a video gaming auction site, Mike soon started to get requests for other things like toys, music & movies, etc.
A single registration gets you access to both sites."
Those sentences "One registration gets you into both sites!" and "A single registration gets you into both sites!" would become a cause for concern for some in the future but Mike was on the campaign trail and registered a Twitter account for Vendazzle in April 2009 but he soon lost patience with the site as it failed to bring in the numbers that he was hoping for. In fact, he amassed just 395 Twitter followers, less than half the number of accounts he followed, 806, and tweeted just 9 times.
It wasn’t long, in fact, the following August, before he was offering Vendazzle up for sale and people were seeing his sales posts and discussing them on other forums, quoting his sales pitches:
Vendazzle/Chuckwagon Rinky Dink to sell 3000 member’s info:
"It’s still in the back of my mind. My video gaming dedicated auction site – ChaseTheChuckwagon.com is still taking much of my time.
My other site, Vendazzle.com is also struggling since I don’t have time to do it justice either. So if anyone wants to own their own site, cheap, let me know. Vendazzle.com can be yours and you can keep it running as is, or turn it into a niche site of your choosing. The Auction software is great and the guy who wrote it is very good to work with. And I can train you fully. Any takers :) Oh, and it’s preloaded with about 3,000 members too."
How would you feel if you registered on a site (Chuckwagon), and had your info (along with 3000 others) transferred to another site (Vendazzle) and sold for
cheap to someone who wants to run their own site, when the admin decided he didn’t want anything to do with it anymore?
Thinking nothing of simply migrating his Chuckwagon user database over to Vendazzle and then selling off his members’ account details, it was another case of nothing ventured, nothing gained for Mike but he would not be put off that easily and shopped around for another auction alternative, this time keeping it strictly video games again.
Gamegavel
Mike’s passion and enthusiasm had got the better of him, not for the first time and certainly not for the last time, and Chase the Chuckwagon is an early example of Mike’s propensity to act first and think later. That can be good in certain situations where quick action is needed, where the first reaction is usually the correct one. This is not an example of that. This is an example of passion and romanticism taking the lead over common sense, a trait that will haunt Mike several more times in the future as we’ll see.
Chase the Chuckwagon was a great name for a video game auction site in a wistful and romantic way but not in a practical, business sense, and that is demonstrated by a similar site which launched around the same time, GameGavel.com.
Mike felt that the name wasn’t really that important when compared to what the site has to offer in content and features, almost an If you build it, they will come.
type attitude and he compares it to eBay:
eBay means nothing (well, maybe East Bay as that is where eBay is located – East of the bay). I had people say I should have named the site GameBay. I still laugh at that one.
GameGavel was launched on February 1, 2008, just over 7 weeks before Chase the Chuckwagon, but had enjoyed slightly more success and, more importantly, had a better name, a name more suited to a video game related auction site. It had the words Game
and Gavel
in it for one thing.
However, its owners no longer wanted to keep the site going, presumably having failed to take on the mighty eBay, and Mike snapped up the name in the fall of 2009, and on October 24, 2009, he completed his switchover and rebranded himself as GameGavel.com.
At this stage GameGavel was solely owned by Mike and he wanted to promote it, improve it, add functionality to it and base his empire
around it, his problem was that he lacked the funds to do it himself and so began a long and winding road of bringing funding into the company. The easiest way to do this was to crowdfund it and he tried that with a flexible funding Indiegogo campaign in June 2012, though it failed to reach anywhere near his $100,000 goal, so the path he chose was to bring in family and friends as investors and he sold
parts of his company to raise the funds that he would invest in the GameGavel site. The shares were sold almost exclusively to family members, some to Tricia’s family and some to the only non-family member on board at this stage, Scott Schreiber. Mike called Scott one day and said he was looking for investors for his company and told Scott that he wanted to offer a Friend’s, Family, and Fools
purchase of shares before he went public with any funding efforts. Mike was certain that with enough capital he could fund an advertising blitz to put GameGavel on the map. Scott asked him how much he needed, and Mike came back with a figure. Scott’s response was simply; sell me as many shares as it takes to add up to that amount. Scott only saw it as helping a close friend with his venture which didn’t seem too unrealistic at that stage in the game.
Bear in mind that this was in the early days of Mike’s journey and Mike was an enthusiastic gamer who was trying to build something that we could all utilize and that would drive traffic to the Internet forums and to build a community. There was no sign of the future shady deals, suspect business practices and myriad lies that were to follow further down the line.
It was around this time that Steve Sawyer arrived on the scene. In 2010, Steve was, in his own words, a "bad video game journalist" who had been doing some writing on various sites, and Mike approached him about writing for GameGavel. He explained that he had little to offer him other than a place to write and there was no offer of money, but there was a chance to try and build a community. They threw some ideas around and Steve started writing blog articles and trying to spread the word about the site and its forums. After Steve had found his feet he began to have some ideas about future projects that he and Mike could get involved in and he presented those ideas to Mike, one of which was a video game magazine, another was a video game trading service.
According to Scott, if there was ever a hindsight moment hiding in plain sight, it was during these early days and the treatment that Steve Sawyer was subjected to. At the time it didn’t raise any red flags because nothing in prior history indicated a problem. Certainly, Steve Sawyer didn’t do himself any favors in the credibility department with his L.A. millennial, living in a garage, lifestyle but he would talk the talk of a credible industry player. This lifestyle and personality coupled with the threats made later did not compare favorably to Mike Kennedy’s prior history and credibility as a more stable and established figure but these were early days and Steve had every faith that Mike was being genuine and that their ideas were joint projects that they would build and grow together. Everything seemed to be going well and Mike just needed to raise the capital to pursue Steve’s ideas as he had told Steve that if he could just get 10% of that eBay market, man, then I’m off to the races.
Steve describes Mike by saying that he definitely does not put a glass ceiling on his dreams, if he’s going to dream, he’s going to dream big, and adds that Mike has an ability to inspire the same thing in other people:
He is a very good salesman and he can definitely get you amped up for all kinds of things. Like, you spend an hour on the phone with him and you’re just like, Yeah, I think you could take on GameStop. Yeah, sure why not?
Early investors in GameGavel were: Michael B. Kennedy, Patricia L. Kennedy, Ron & Jane Schroer (Tricia’s parents), Ronald M. Kennedy (Mike’s father), Phil Adam and Scott Schreiber. According to documentation, any new investor was supposed to be approved by all prior existing investors but at the time this was a seat of the pants type organization involving friends and family so the legalities took a back seat to driving the company forward, and it wasn’t until later that people began to look deeper into the murky finances of Mike’s empire which would be titled Mikenomics
by the YouTuber Stop, Drop and Retro
in his excellent analysis.
For now, though, Mike had the finances he needed to give his site an overhaul and to have a developer build a new auction site from the ground up. He also had a new logo designed by 99designs. This is a process by which you submit your job request to a service who distribute it to their clients and then you get back hundreds of design offers. You choose the one you like the most and pick a winner who gets paid $99.
The site saw some steady growth during this early period, reaching 400 members on June 6, 2008, and once the Retro Gaming Roundup podcast started and shared the GameGavel forums, it saw some more rapid growth. By late 2010 Mike was boasting 5,000 members, 50,000 unique visitors, over 300,000 auctions and total sales of over $200,000 in video game related merchandise.
In 2016 the About
page of GameGavel boasted having hosted over a million auctions and having sold nearly half a million dollars’ worth of merchandise, making it the most successful video game dedicated auction site ever. A bit like one listener analogously comparing the Retro Gaming Roundup podcast to the best Ice Hockey team in Nicaragua, but still, the growth in those early days was quite credible.
Whether those numbers are genuine or not, this period was certainly the most successful in the site’s lifespan and unfortunately Mike’s penchant for new ideas would take his eye off the ball and GameGavel would become less exciting to him than the next big thing, or actually, just the next thing, and we will look at some of those distracting schemes as Mike tries to corner the market on Retro.
One of the ideas that Mike had to increase traffic was to have a game made which was called Vidgrid.
Vidgrid was a tile matching game where you had to turn over tiles and see what picture was on the other side. The pictures were all items that were currently for sale on GameGavel and obviously the more you played, the more auction items you would see, and as the difficulty increased there would be more tiles per screen. Once you had lost all of your lives, you would be given links to some of the auction items that had been included in your game.
In another effort to increase traffic and the number of active sellers on GameGavel, Mike would offer, from time to time, free lifetime seller accounts and would revamp the selling fee structure several times to try and make it more attractive for sellers, especially those sellers who were currently on eBay selling huge numbers of items. There were options for monthly selling subscriptions of $2 or $8 with each giving different amounts of free listings for that month, later switching to a model of no listing fees, taking only 5% of the final value fee if an item sells and no fees if it does not sell. There were also tools developed that made listing items easier by giving members the ability to import CSV files containing all of their items and listing them all in one go.
For a short time, there was a UK version at www.gamegavel.co.uk but this was an entirely separate site that used the same membership database so that accounts would work on both sites, but there was no cohesion between the two and the UK site ran separately and never really gained any traction. After all, only around 200 of the then 4,000 GameGavel members were based in the UK.
Mike began running ads on other podcasts to promote his sites and he had them professionally recorded by Jeff Radio, a voice over artist and jingle producer. He also made sponsorship deals with several others, including All Gen Gamers hosted by Pete Dorr, John Gamester81
Lester and Jason Hynie. In fact, at the time of writing, Pete Dorr’s name was still being used to endorse the GameGavel website on the about page at GameGavel.com.
Mike was a guest on some episodes of All Gen Gamers, as well as several other shows, and if there was a chance of promotion, in particular free promotion, Mike took it, and why wouldn’t he? He was looking to build awareness of his product, and again, this was before people began to look at Mike with a more cynical eye.
Mike was becoming fairly well known among certain gaming circles, he was an active member of the SC3 group and it was through this connection, but mostly those made through the recording of interviews on Retro Gaming Roundup, that he was able to build up these relationships and attract certain rare auction items to GameGavel.
One of those auction items was Red Sea Crossing for the Atari VCS, a game not known for certain to exist until a physical copy was discovered. Red Sea Crossing was created by an independent programmer in 1983 and turned up at a garage sale some time in 2007. In order to prove that the game was genuine, a member of the AtariAge forums tracked down the developer who recalled making the game and advertising it in a local religious magazine from 1983. The ad was finally found in an issue of Christianity Today from October 7, 1983 and is the only known instance of any publicity or promotion for the game.
Now that the game was known to be the genuine article it was listed for sale on GameGavel and described by the seller as the Holy Grail of Atari games.
The listing ran from August 29, 2012 until September 9, 2012 and started at $100. It ended at an impressive $10,400 which made it the most expensive loose Atari 2600 cart ever sold at auction to date.
Another high price auction that was hosted on GameGavel was for the NES (Nintendo Entertainment System) game Family Fun Fitness: Stadium Events
, released on July 1, 1987. This was also a lucky pick up for the owner who found it at a Goodwill store in North Carolina for $8. The unidentified woman recognized the rarity of the game when she bought it as she recalled an earlier eBay auction for the same game that had netted its owner around $10,000. She says that during her purchase, her heart raced the whole time.
The auction started at $12,000 and ended at $13,105 with which she planned to pay off her student debt and put a down payment on a house.
Both of those auctions were eclipsed by a copy of Air Raid for the Atari VCS which became The most expensive ‘consumer available’ video game ever sold at auction.
It was also only the third boxed version of the game to surface and the first to include its original manual. The auction broke a previous record of $31,600 for the game and sold for $33,433 after starting at just $1 and attracting a total of 31 bids over 11 days.
These high-priced auctions earned GameGavel some coverage on news sites and increased its traffic a little but ultimately, as newer projects garnered Mike’s interest, the auction site would never really make it to the next level and grow exponentially. It was also harmed somewhat by the free seller accounts that were given away. That move vastly reduced the income for the site and eventually the only active sellers on the site were those with free lifetime accounts who paid no listing fees for items, plus there were no fees for anybody on items that didn’t sell, so they would just leave their overpriced items on the site permanently and not incur any charges in the hope that one day some unwitting customer would come along and pay their inflated asking price.
It didn’t have to be that way though because Mike came very close to selling the site to a group of Korean investors who approached him about purchasing it. They had an I.M.O. (Independent Marketing Organization) and they liked the look of the site, the name of the site and the backend for running the auctions and sales.
They were going to use it to sell in-game items and physical game related merchandise and enquired about how much Mike was looking for to sell it. This was during the first year of Retro Magazine when Mike could have made use of the money and he made the decision that he would be interested in selling it for $1,000,000 but the Koreans were valuing it much more realistically at around $80,000 to $100,000 and would not go any higher.
Mike’s problem was that he didn’t really have anything to sell other than the domain name because he didn’t actually own the software that ran the site, and in fact he licensed it from the owner at $50 per month. Obviously the deal did not happen and Mike continued to own just the domain name while continuing to license the auction software.
Losing faith in his own site, Mike reverted to selling his items on eBay which tells you pretty much all you need to know about the reach that GameGavel had at the time and also the level of confidence that Mike now had in his own product. A product that he had hoped would one day form the hub of his empire rather than be an expensive weight around his neck.