Inventing the Future

Inventing the Future

When Tron arrived in theaters in 1982, there had never been anything quite like it. Inspired by the neon-lit world of early arcade games, Steven Lisberger’s groundbreaking film transported audiences inside a digital universe where computer programs became gladiators and vehicles became extensions of their riders. At the center of it all was one of cinema’s most unforgettable motorcycles: the Light Cycle.

To bring the Light Cycle to life, Lisberger turned to legendary industrial designer Syd Mead, who was simultaneously helping shape the futuristic world of Blade Runner. Mead imagined a machine unlike a conventional motorcycle, with rider and vehicle essentially fused into a single aerodynamic form. Racing across Tron’s glowing digital grid and leaving lethal walls of light in its wake, the Light Cycle became one of the film’s defining images—and a vision of the future that would prove remarkably ahead of its time.

Nearly three decades later, Tron: Legacy reimagined that future for a new generation. The Light Cycle returned sleeker, faster, and more visceral, transforming Mead’s original concept into a low-slung illuminated machine that seemed capable of escaping the Grid altogether. In the conversation below from Ride: The Most Iconic Wheels of the Silver Screen, discover how the Light Cycle evolved from a radical sketch into one of science fiction’s most enduring vehicles.


Chris Nashawaty: In Tron, you were creating an entire world from scratch. Everything in it was invented for the story. For example, how did you come up with the Light Cycle?

Steven Lisberger: It was a very strange time. If you look back at it, we all know now that an entire digital world was about to come. But back in the late ‘70s, people were just beginning to think about what tools might be needed to create the sort of alternate reality we see in the film, but no one was really sure what it was going to look like or feel like. When I was doing research, I visited Xerox PARC the same month as Steve Jobs—September, 1979. We were the first two people to see what they were developing in terms of graphic user interface and other things. I saw computer engineers going through a process that was traditionally the arena for artists. In other words, they were kind of all facing this blank canvas.

Nashawaty: Your background was in animation, not computers though, right?

Lisberger: Yes. I had studied art and filmmaking. And I was really familiar with what it felt like to take on a blank screen or a blank canvas. And I wanted to tell these people in the computer world: You guys don’t realize this, but there’s a whole other group of people who specialize in facing this kind of challenge. They don’t do it digitally as much as you do, but they’re familiar with that. I wasn’t a programmer, but artistically, it resonated. I felt strangely confident that we were in the right place and at the right time.

Nashawaty: So how does that lead up to the creation of the Light Cycle? 

Lisberger: When we were developing the visuals, we tended to start with the simplest version first. The first iteration of the Light Cycle was really just a skeleton of a conventional bicycle because we weren’t that concerned initially with what the final product was going to look like. We were just trying to figure out why the characters were there, what the action might be, and what was going to happen. And over time it went from a very simple bike to a very rough motorcycle kind of bike.

Nashawaty: Is that when the legendary designer Syd Mead came on board to flesh out these ideas and give them visual life?

Lisberger: Yes. And in working with Syd, there were a couple considerations. One was that Syd never redoes it. He never redid anything. So you knew that you had to get it right the first time with him. 

Nashawaty: Why didn’t he redo things? 

Lisberger: He just doesn’t want to. So you would tell him everything you could and then he thought about it deeply, and then when he was done, there it was. He wasn’t going to change it one iota. So the key was not to give him a blank piece of paper, but to narrow it down somewhat. Then he took it and he came up the amazing design that became the Light Cycle. 

Nashawaty: What did you think when you first saw his sketch of it? 

Lisberger: I really liked it. But then we took it to MAGi, the computer f/x house, and they immediately called us and said: It has too many compound curves. We can’t do it. And you’ve got to understand that at the time computers would create using entirely straight angles. No curves. They just didn’t have the computer capacity. I knew I couldn’t go back to Syd. He’s not going to change his design. So I thought, What can I do? And I actually figured out a pretty workable solution, which is I squeezed the whole design between two imaginary panes of glass.

Nashawaty: What was it about Syd Mead’s drawings that you responded to?

Lisberger: I just really liked the design. I liked how organic it was on some level, and I liked how the rider would be in the design. It’s like the rider is part of the bike. They sort of blend together and become one. Syd wanted it even more integrated. But it was beyond our capabilities at the time. 

Nashawaty: How did you feel when you first saw how it looked on film? 

Lisberger: That was the most striking moment for me with the Light Cycle, the first time I got footage back from MAGi and it was projected. I can’t remember where I first saw it. It was definitely on the Disney lot, but I can’t remember which screening room it was in. But there were three bikes going across the grid, and it was definitely an alternate reality. There was something about it that was compelling in a way that no other moving image had ever been. It was totally unique. It felt so real, and yet it was obviously not real. It was a revelation. Have you been on the Tron ride at Disneyland?

Nashawaty: No

Lisberger: I definitely recommend it. You get on the bike and you feel yourself being enveloped by it, you sort of become one with it, and then it takes off. You’re doing 60 mph in under three seconds, and you’re 10 stories up going through this three-dimensional LED grid. And I’m an old guy, you know? It was a little too exhilarating.

Nashawaty: Are you a motorhead in real life?

Lisberger: I was exceedingly lucky that my father was kind of a motorhead. He bought a Corvette Stingray in the ‘60s and I spent a lot of time driving that car. 

Nashawaty: Were you a sketcher? When you had these initial ideas for vehicles like the Light Cycle or the Solar Sailer before Syd Mead came along, did you draw them on paper?

Lisberger: It wasn’t me, it was the people at my studio. We were a group—like a rock band doing anime. We were young and we learned things together, and we all knew what each of our strengths was. There were artists in my company that could draw better than me, whether it was cartooning or traditional art. I was kind of the conductor. Early on, the Light Cycle was championed by Bill Kroyer and Jerry Rees. 

Nashawaty: Can you explain to me like I’m a kindergartener how the animation in Tron was created? 

Lisberger: You have to go back in time and realize that there was no practical way on film to put actors in fantasy environments. I focused on animation at film school, so I knew how to put characters and backgrounds together. And to do that in live action, you needed to turn the film of the actors into artwork. Then you could put them against your background. So that is basically what we did. Nowadays, it’s almost impossible for a young filmmaker to imagine a world where you can’t composite things with digital tools. Compositing is effortless. 

Nashawaty: Did you ever think that people would still be asking you about this stuff 40-plus years later? Or that there would be a Disney ride?

Lisberger: It’s a very strange thing, because when Tron came out in 1982, I knew it was radical. I didn’t know if people were ready for it. And some people were really mad at me.

Nashawaty: How so? 

Lisberger: I went to some screenings and people were lambasting me for making a movie that they couldn’t totally explain to their kids. But video games were really a big deal with kids and I had the feeling that a tidal wave was coming. I thought people would be curious about the future. I thought they’d be curious about how we made the movie. I thought they’d be curious about why this subject matter was important enough that Disney made this big film. And one of the biggest shocks in my career was seeing that they weren’t. It makes you appreciate the gamble that Disney took on this film. 

Nashawaty: But kids did get it! Which is probably why the Tron video game that came out around the time of the movie was such a hit.

Lisberger: The video game helped, certainly. I mean, the movie paid for itself. But the video game paid for the movie a second time. 

Nashawaty: Tron broke even in 1982 and it got pretty mixed reviews. Were you disappointed that it wasn’t as big as E.T., which came out the same summer? Or were you just happy to be ahead of the curve? 

Lisberger: These things are so much about timing, you know? It’s not unprecedented for something to happen that is eventually going to be mainstream, and for people to dismiss it as impossible. I mean, people used to say you couldn’t fly in an airplane because you wouldn’t be able to breathe. It took me a while to realize that Tron was one of those things that was just completely out of sync with its time. But hey, the times eventually caught up.

 


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